Primary Magic: Sunset Eclipse - Sandstorm God SlayerSecondary Magic: Titan Eclipse • Devil PactCaster or Holder: CasterDescription: This unusual lacrima seems to have taken on the properties of the surrounding area. Upon first glance a person may be willing to over look this item as nothing more than a magically charged sunstone due to the golden sparkle and warm yet dull sandy glow. It is only with close further examination that a raging sandstorm can be seen stirring up the sand and glinting sunstone within.

The lacrima was found deep within the ruins of a desert temple said to have been the at the heart of the sand and sun. It was a pilgrimage many where said to have tried within the ancient world and none ever managed to have fore-filled due to the harsh almost ungodly heat, shifting expanses and unpredictable sandstorms. It was said that the person whom got the closest to the gift of the gods was a young prince looking to make a better future for his people. What happened to this young royal is sadly left up to speculation as no information was ever found about him returning to his home and as the chamber this lacrima was found undisturbed it is obvious he never reached the end of his journey.

The overall history of this enigmatic lacrima is shrouded in mystery; even now no-one knows just where it originated from, whom made it, for what purpose or how old the lacrima itself truly is. It is thought that this ancient lacrima is at least a few thousand years old wither this is truly the case or not is yet to be authenticated within the magical community

Cosmic Coin Price: 250Jewel Price: 4,000,000

Eris obtained the lacrima after learning of its location from the archives of a Faerie King's court which lead her through a nondescript cave with a small entrance no larger than a beach ball hidden in the dunes of Desierto. The caves would have been too narrow after the passage of time for a human to fit through without getting themselves trapped unable to get back up or getting themselves wedged in the gradually slimming passage. Indeed, the skeleton of one such would-be spelunker would warn of one's fate to come, as at that point it would be too late to turn back if not sufficiently prepared with magic or long lengths of rope.

Bypassing the majority of the cave's natural obstacles and hazards, such as a steep slope leading straight to a several hundred meter long sheer drop off into a deep crevasse and a section of the cave that was filled near to the ceiling with a fast flowing underground river, Eris made her way to a system of widening tunnels that became more and more man-made with slabs of stone in large bricks the size of wagons and tiles laid out as foundation to a whole underground city populated by a people who had been self sufficient for thousands of years under the rule of an ancient enemy to Eris in times civilizations past in the budding years of Eris's first golden age where her influence first began to truly thrive, becoming a part of an Ancient Desiertian pantheon of gods as a goddess of blood sacrifice and flesh tangled in a hostile relationship with the god of the Dunes and the Sun, a ruling god of the pantheon.

Naturally their stories were embellished, but they were based on whispers of truth. There was never resolution to their conflict, they were never able to meet in a true fight. It was a battle of wills and the reach of their influence, acting through the followers of their faith. Priests and Priestesses dedicated to them, monuments, temples, and a lot of politics. But now here Eris strode in the flesh, more or less, into the gods retreat. To survive the decline of that ancient civilization his priests invoked his power to swallow a whole city deep into the earth where it remained all these years. In the early generations it may have been easier to get to the city with wider passages, tunnels, and bridges built underground allowing faithful to travel too and from the city, but over time the caves shifted and bridges crumbled and the city was forgotten to the surface. The sun god managed to give himself a body of flesh of his own by creating a line of godkings born of his power and kept in a tight royal family, each generation slightly more capable of hosting more of his divine will. A small burning sun lighting the whole city slowly spinning in a ring around the top of the great cavern and crops grew from the river that flowed from one end of the cavern to the other.

Eris tore through the city and ripped the hearts from the godking and royal family, and plucked the sun from the sky, a sunstone orb throbbing with the power of the Dune God. In a blood sacrifice with glowing runes expanding out over the whole city Eris sacrificed the lives of the faithful citizens and with the blood of the godking drained the sun god of his divine might, channeling it into the sunstone that had been the focal point of his power for millennia, forging a Lacrima that was twisted and corrupted with the act of evil that brought about its existence and forced it into bending to Eris's will. Using it like a tether, Eris drew the god out of his divine throne and cannibalized his Essence, devouring his divinity to invigorate her own.

When it was done, the sands were stained and the river ran red with blood. Golden ichor of the slain god flowed form the steps of the pyramid-like temple in the center. With a word, the husks of the citizens stirred and rose with new life, a new sun rose over the temple to illuminate the city-cavern; a dark sun with a reddish-gold glow casting a grim light down upon the faces of the undead rising.

Eris uses this magic with extreme force and brutality. She is not subtle with it, wielding it like a hammer. Its effects are large and extravagant, impactful, designed to instill fear and hopeless awe. This is indicative of a change in Eris's personality at large. She is less willing to be patient and toy with people. If slighted or angered, Eris employs Scorched Earth tactics.

The magic governs the light of the sun and the sands of the earth flecked with gold that makes the sand sparkle and better reflect the gold-hued light of her golden Sunfire flames with light that emulates the golden light of the setting sun with the guise of the solar eclipse. On occasion the light and the sands may be black, but generally are just black tinged making them a deeper dark orange, red, and yellow. It depends on the situation.

Spoiler:

Sun, or Sunfire, is a state between Light and Fire.

Slayers innately gain:

10% Buff to physical stats(strength, speed etc) 10% Buff to senses(hearing, smell etc) The ability to enter force after consuming enough of the element The ability to consume their element to regain MP A resistance to their element shown by the following chart:

2 ranks above: 0%

1 rank above: 10%

• Same rank: 25%

1 rank below: 30%

2 ranks below: 50%

A Slayer must consume at least 70% magical energy from her respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength by 30% rather than 10% The spell power of each rank is increased to 150%.In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.Lasts 7 posts.

Strengths:⛧ Strong vs things weak to Fire, and things weak to Light. Of note are Metal, Ice, and Darkness.⛧ Sunfire is stronger in the presence of fire magic, its heat and energy feeding the sunfire. ⛧Strong vs Moisture-related magics; Water, Blood, Plants, as the Sands bare strong dehydration and absorption aspects. ⛧ Sun spells are hard to look at. They are bright and illuminate large areas when used, looking at a Sun spell is like looking at, well, the sun, and can cause eye damage and flash blindness in the same way that if you jump in water you get wet; it's a natural innate process of the element itself. It's up to players how to interpret this however. The intensity / brightness of the light is proportional to Eris's rank.

Weaknesses:⛧ Despite that last strength, some situations may see water and plant magics being more effective or limiting to her. For example: This magic would be less effective in undersea environments / diving / submerged. ⛧ Sunfire can cause natural fires to ignite within 15 meters / rank of the spell or effect, while living things might get a sunburn. The fires can spread and cause unintended collateral. Sunfire itself however does not spread like fire does.⛧ Eris is a literal Dark God, both a Devil and a Deity. She herself is vulnerable to God Slaying and Devil Slaying.⛧ Would be somewhat limited in lightless areas with no land nearby. Also, for example, an undersea environment again (Unless they were on the ocean floor, and the ocean isn't actually typically as deep as you might think overall, but in a typical anime fantasy world the ocean would probably be deep enough to have significant depths) Another example would be an earthless lightless void; Space without a Sun.⛧Sandstorm spells that involve sand will often generate wind. Sandstorms are more wind than sand in the first place, though this Sandstorm magic flips that to be more about the sands, Wind and sky slayers can consume wind generated by some, but not all, Sand spells. This doesn't hurt the spell in any way, as wind isn't a significant factor, but is a free snack for any Sky slayer she may face.Lineage: Devil's Conquest (Sacred)

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Name: ( Name of the Spell )Rank: (What rank is your spell? H, S, A, B, C, or D)Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)Duration:(How long does the spell last?)Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)Strengths:⛧Weaknesses:⛧

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[color=#ff6600][b][color=#ff3300]Name[/color]:[/b] ( Name of the Spell )[b][color=#ff3300]Rank[/color]:[/b] (What rank is your spell? H, S, A, B, C, or D)[b][color=#ff3300]Type[/color]: [/b]( Fire, Water, etc. Offensive, Defensive, Supportive.)[b][color=#ff3300]Duration[/color]:[/b](How long does the spell last?)[b][color=#ff3300]Cooldown[/color]:[/b]( How long does it take for the spell to be usable again? Usually one post extra than your duration.)[b][color=#ff3300]Description[/color]:[/b] ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)[b][color=#ff3300]Strengths[/color]:[/b] ⛧[color=#ff3300]Weaknesses[/color]:[/b] ⛧⛧[/color]

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Name: ( Name of the Spell )Rank: (What rank is your spell? H, S, A, B, C, or D)Fused Spells: Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)Duration:(How long does the spell last?)Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)

Strengths:⛧Weaknesses:⛧

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[color=#ff6600][b][color=#ff3300]Name[/color]:[/b] ( Name of the Spell )[b][color=#ff3300]Rank[/color]:[/b] (What rank is your spell? H, S, A, B, C, or D)[color=#ff3300][b]Fused Spells[/b][/color]: [b][color=#ff3300]Type[/color]: [/b]( Fire, Water, etc. Offensive, Defensive, Supportive.)[b][color=#ff3300]Duration[/color]:[/b](How long does the spell last?)[b][color=#ff3300]Cooldown[/color]:[/b]( How long does it take for the spell to be usable again? Usually one post extra than your duration.)[b][color=#ff3300]Description[/color]:[/b] ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)[b][color=#ff3300]Strengths[/color]:[/b] ⛧[color=#ff3300]Weaknesses[/color]:[/b] ⛧⛧[/color]

Eris emanates an aura that makes life crumble to dust, or rather, sand, weakening those who resist.

⛧ Usage- Within 200m, living and nonliving things in the environment disintegrate at one rate or another into dust, visibly cracking and falling, breaking apart like a sand sculpture being toppled or really dry earth wafting off in clouds and scattered away like ashes to the wind. By deliberately focusing she can reach out and specifically disintegrate something within (Standard Max range of user-rank single target effect (600m)) meters of her, with thin streams of sand zipping out from the area of this aura to snake along the ground or through the air to touch the desired target, and it might spread in a chain reaction like a plague to new targets within Burst range of that. She can do this focus / reach bit once every 3 posts. Like a plague, Dust to Dust's effects will cling for 2 posts after exposure. Eris may choose to not let them crumble, and remain petrified as statues instead, in which case she can reverse the effect at any time though their souls will have been in Eris's afterlife- dead - in the meantime, which they will forget but may have nightmares about in the future.

⛧ Effect- This will instantly slay unimportant NPCs / NPCs up to two ranks equivalent less than Eris. Does not slay Strong+ enemies in S or greater jobs, or Normal enemies in 100y jobs.

Those who are not slain (Since that effects only canon-fodder) instead build up a Dune Count. Enemies within range of Dust to Dust build Dune Counters per post they enter or start the post (Eris's post if they are NPCs or job monsters), or when struck by a spell Eris cast. They represent grains of sand building up on and inside of them with an increasingly oppressive magic aura building around them like a weight in the air that gives a sense of impending doom and makes it so they sense Eris's presence everywhere around and within them.

For every enemy marked by a Dune Counter, Eris gains a 5% damage amp, maxing out at 75%, which would require a minimum of 3 enemies with full stacks of 5, in a perfect situation unlikely to happen, or more likely 4-5+ enemies each with 2-4 stacks. Naturally, Eris is still disadvantaged by the number of enemies.

Once five counters stack onto the target, they trigger a Burst (Standard burst range and speed, for a burst effect 1 rank less than Eris is) which deals no damage but inflicts the Petrified condition for 1 post to any nearby enemies of Eris but not to the triggering individual themselves, the triggering enemy losing 1 Dune Counter there after and cannot gain a new Dune Counter for 3 posts. They may choose to remain petrified, becoming a statue. If they are not a PC and have less than 20% HP remaining, they will not recover from petrification.PC's may recover in the future if they choose to remain petrified. Simply talk plots, you could be left at the scene, recovered by medics, kept by Eris, who knows.

Enemies lose 1 Dune Counter per full post, at the end of said post, that they are out of range of Dust to Dust, and do not take damage from a spell cast by Eris. S-rank non-signature healing spells will also erase 1 counter.

R a d i a n t D a w n

Eris radiates the heat of a sun from her own high-energy core.

⛧ Usage- Eris's body can be hot to the touch, so hot as to radiate a damaging aura (With or without visible solar flames or her body itself seeming to combust) dealing user-ranked damage on direct contact with her body with a hot aura out to 200m, staggered in, for simplicity's sake, two halves. Near vs Reach. The first half is full power while the second half is half power. Once per spell she casts she can break focus and allow her body to break apart in light and sunfire to reappear a short distance away. This can be used to teleport in a pillar of fire anywhere she has been before or has clearly seen, though it charges with her body visibly roiling with the flames of the sun for a dramatic long moment enough that any enemy can deal damage to her and interrupt it, preventing her from leaving. She'd arrive in a similar pillar of sunfire (This is effectively a dramatic entrance or exit tool), this is done at light-speed (While her secondary magic bends gravity/space to push it past light speed) allowing travel between planets as well.

⛧ Effect- The aura deals user-ranked damage on contact with her or a non-ranged weapon she uses, user-rank for the Near half of the aura, and half for the Reach half of the aura. By letting the core loose to perform a high energy flash-step she teleports as per the burst rules for her rank though only once per spell she casts (Multiple spells don't stack, casting two in a row still leaves her with only 1 use, because each new use overrides the last). Eris must always dedicate some small sliver of her consciousness to suppressing this effect if she doesn't want it, so if rendered unconscious she disappears in a scatter of light (And remains scattered until she regains consciousness so she can reform).

D e s e r t L e g i o n s

The dead rise to serve the command of the Dune goddess.

⛧ Usage- Creatures slain through Dust to Dust find themselves in Eris's afterlife realm where they are bound to her for eternity. Being her possessions, she can pull them back from the realm of the dead to force them to reanimate the sand that once was their body, pulling the sand back into the a shape Eris dictates, often a skeleton or recreation of their past appearance. Generic cannonfodder NPC's are considered to have 25hp (not counting against her "Pool" mentioned earlier as these are cannonfodders and not intended to be threats to PCs unless ignored and allowed to dog pile someone) and deal damage as though they were D-rank using the physical damage rules, usually with a Weak weapon.

⛧ Effect-That is practically just for theme and flavor. So the more useful version of this ability is to reanimate unique monsters. Eris has a pool of HP equal to a user-ranked summon she can distribute among monsters created out of compacted sand with a pool of user-ranked damage she can distribute to them. Either split among multiple elite monsters or concentrated to a single threat. They're considered to be a user-ranked summons for the purposes of rank calculation for abilities or spells. They do not have any active or passive abilities unless she uses this ability to reanimate the body of a Unique enemy she killed which would have access to its own abilities, but Eris must pay the MP cost if any on their behalf. This only works once on each creature within the same topic, as Eris cannot reanimate the sands of their body a second time within the same topic unless significant IC time passes that it may as well be a new topic.

In PVP, any effect of a risen monster has an MP cost equal to the effectiveness of the ability. If an attack or defense is roughly equivalent to S-rank for example, it costs S-rank MP.If the overall threat of the monster is roughly S or H-rank for example, it costs that MP to create the monster to begin with, and 1/4th that must be respent every 3 posts. Regardless of the HP of the enemy, it is limited by the pool of HP Eris uses to distribute to these monsters.

D i v i n e W i l l

Eris's divine will resists manipulations and infringements of self.

⛧ Usage- Divine Will forms a defensive layer around Eris's Ego, her being or essence, like a protective field in an unseen bubble in the air around her on a psychological level of existence that if seen would appear like an intricate golden weave. The strength of this Divine Will reinforces Eris's words and commands giving her a golden tongue, in which she can command NPC's of her rank or less as her divine will overrides their own mortal will. Requires permission to command PCs, PC summons, or important NPCs a PC has created or relies on. Does not work against Strong+ enemies of jobs S or greater in rank or Normal+ enemies in 100y jobs.

⛧ Effect- It protects Eris from spells that would manifest inside her body or within a few meters from her (5), particularly preventing hostile effects that would alter her perception, emotion, mind, or soul. Basically protecting the sense of Self, warding against infringements on her identity and who she is, and protecting her agency to use her own abilities. The mechanical effects still work, but Eris's mind and existence is unchanged. Basically the core statics are unchanged but the fluff / descriptions are altered. Eris may spend the same MP cost to thwart an effect in general if it's questionable.

If an effect would negate an ability of Eris's, including the ability to cast spells, she may spend the same amount of MP they spent in doing so to avoid it. This doesn't effect others in any way, it's only a protection of herself to prevent things that would undermine Eris's existence as a divine entity. ie; You cannot change her personality, or disable her UA's. She effectively has an H-rank counterspell to them. She spends the same MP cost as an enemy did to cast the effect (Redundant statement I'm aware).

Eris has a pool of 25 DP, Divine Power and definitely not innuendo, representing a divine layer of interference. Divine power recovers whenever she regains MP and is always considered to have max allowed MP Regen, and any effect that would drain Eris's MP other then Eris herself casting spells or otherwise using her own MP, first drains DP. ie; DPis a "Buffer", she cannot use DP in place of MP, it's simply something akin to a decoy dummy and representation of divine will. (Exception: if I make any other abilities or effects specifically stating they cost any DP, which will be in addition to any normal MP requirement.)

If her WP reaches 0, she cannot use Divine Will. While at 50DP the first use of Divine will is free, but costs 1 DP(Making her no longer have 50DP).

E t e r n a l S t o r m

Eris's aura as a goddess of the dunes causes sandstorms to sweep the land in her wake.

⛧ Usage- Eris can passively influence the weather of the location at large to replace the natural weather cycle with a sandstorm of varying severity, but still just considered a natural sandstorm, to serve as a backdrop / setting tone shift for a topic. Storm mages would still be capable of doing their own things adding their own weather to the mix or creating their own storm clouds normally. It can naturally reduce vision similar to as though it were a foggy day (as normal for a sandstorm weather phenomena) and grains of sand may irritate eyes and skin.⛧ Effect-Within 200m of Eris the sandstorm would be a swirling vortex obscuring vision beyond 10 meters into the sphere or out from an individual caught within it. They can still see vague dark shapes beyond that out to another 20 meters, though human sized shapes will be harder to make out. If they have special vision abilities they could potentially see 25 additional meters and see dark shapes 40 meters out, significantly lessening the effect of the sandstorm. The sands still will deal a low D-rank damage to those in the area as sand rips through the air abrasively, making goggles a very wise decision as nobody likes sand in their eyes. She can shape sand within this range, like how the Desert Legions are formed, into any shape or consistency which can result in Weak weapons or armor, or structures with user-ranked HP, and since she controls the sand she could use individual grains of sand to manipulate objects within range (Which could result in physical damage if used to attack, using magic buffs instead of strength buffs. This is the same as though she were punching or otherwise making a normal attack, using the normal attack rules rather than spell damage. Range is the same as Eternal Storm, with a speed of 150m/s. All attacks made this way aren't with individual grains of sand, but are made by shaping the sand of the storm into attacks such as slicing blades or hurled objects.). Makes it difficult to sense things in general due to the sound of the heavy winds and sands, the winds and sands/dust making it difficult to taste or smell, and sands pelting you making it harder to notice something specific touching you.She can also control wind within the same area (Wind is an inherent aspect of sandstorms but takes only a small role in this magic) as part of this but to a lesser extent, used for cosmetic things, convenience, and style, without significant combat advantage. Shut doors from a distance, keep smoke away from her, blow her hair dramatically, ect.

G o d K i l l e r

With a divine spark, Eris's body is invigorated with the cursed might of a god slayer.

⛧ Usage- Eris is a killer of gods, a devil with a history of divine assimilation and conquest. She is, of course, extremely effective at waging wars and engaging in battle. Martial prowess and heightened peak physical conditioning are the result of lifetimes of conflict with incredible senses that allow her to sense things around a mile away with some concentration. Though the distance is lesser or greater depending on the strength of the source, as well as environmental factors that can amplify or subdue something, such as heavy rain.

⛧ Effect- Eris's body is heightened to extremes. Her physical attributes in general are augmented by 30%, while she has a much more significant increase to her accuracy and reflexes from more training than could be matched by a mortal army. Her senses are acute, pushed beyond natural means. Capable of catching the faintest scent from a distance, hearing a pin drop in a forest, and tasting faint traces of substances in the air. Touch is similarly heightened to feel disturbances in the air and pressure caused by sound waves varying on intensity, very good at determining the temperature of something with precision. These senses combined with her training allows her to perform feats such as catching projectiles and responding to threats at a moments notice, partly out of finely honed instincts, but largely due to the processing speed of her mind and conscious thought capable of passively sorting through the massive influx of information that makes every action she takes one performed with calculated risk and measured precision. When she fights, with the speed at which she processes information, it's as though a scene plays out in slow motion for her (Including herself).

D u n e W r a i t h

Eris is a spirit entity and possesses sand or creature to walk the mortal world.

⛧ Usage- Eris's body is not flesh and blood. Where she was before an animated construct of Immortal Ice, Eris's crystal body has been abandoned entirely. She is purely a spiritual being now, a ghost. A wraith. ⛧ Effect-In order to effect anything Eris must create a physical body for herself, otherwise she's just an indistinct "Presence". While a spirit nothing costs MP or has a cooldown but literally doesn't effect anything, neither can they be seen (So they don't work as illusions either). So, she must make a physical body. To make a body she must see an area either through her own sight or vision granted by the invocation of her name, or through a creature connected to her. Within 50m, she makes the body appear out of swirling sands which she can compact into a normal looking (In any appearance she desires, even animal or beast) and feeling body with imitated senses given color and warmth or so on at her leisure, she wouldn't be distinguishable to the touch either. But the body can break apart into a swirling sandstorm given her shape or not if she wants. Since it is a swarm of sand grains and incorporeal in nature, she cannot be harmed by mundane attacks. Any magic at all and it works normally. A magically buffed fist, a non-magic but "Chi" or "Science" augmented fist would work, even just being a mage. Magic weapons work, such as a flame sword, or weapons coated in magic such as with a flame coat, but she can move her body in ways to attempt to avoid attacks, such as opening holes in her body or splitting apart, giving her a significant boost to her evasion (People list percentages, but you cannot measure evasion. A percentage is ridiculous and unproductive here). She can abandon the body to make it discorporate into sand and make a new one somewhere within 50m, or she can leave as a spirit. It takes about 2 full seconds for a body to be made, and about 1 to leave it. Damage to one body carries over to a new one but ongoing effects would stop (For example it makes no sense if the first body was taking DoT damage due to being on fire, for the second body to also somehow be on fire). She can only abandon and create a body once every 3 posts. She may also, instead of possessing sand, possess a willing creature (or not so willing creature up to Strong+ enemies of jobs S or greater in rank or Normal+ enemies in 100y jobs) to inhabit its body instead, in which case it would take damage first and not her. Possessing it, she can make it use its own abilities or she can use her own. She can let it use her own abilities instead if she wants to stay in a back seat, so to speak.Incoming damage is split between Eris and the creature she is possessing.

Name: KneelRank: SType: Sun | Offense - Multi-TargetDuration: 1 post.Cooldown: 2 posts.Description: Against targets within 300 meters of Eris, with a stray thought Eris can force them to kneel. Single grains of sand will travel at 225m/s and make contact with their target. On contact, the target is Immobilized incapable of any movement. All muscles are held fast except the heart. It is entirely painless with no side effects, lasting for 1 post.

Strengths:⛧ | Just requires contact with the sand.Weaknesses:⛧ | The same target cannot be effected again for 3 posts.⛧| The grain of sand must be physically capable of making contact with the target or something that is (Clothing. But a bubble barrier will prevent it.)

Description:Casting this causes a petal shaped plate of sand to form within 75m (Burst) as she desires with an immediate response. She can continuously cast chains of Desert Rose to add 1 petal per casting, or store petals to release them all at once. The petals remain where they were created or in a fixed position relative to a target. They do not have to be touching, but she could instead have multiple petals that orbit her like a shield wall. They last for 7 posts or until destroyed.

Each petal is as tall as she is and about twice as wide, made of sand compacted into a hard stone.

They have 160hp.

Strengths:

⛧ | Sufficient in size to productive complete cover for a standing target against a threat from a single direction.

Weaknesses:

⛧ | Requires a bunch of petals to enclose someone, otherwise some effects may be able to "Roll", "Flow", or "Bend" around the petal; such as a fiery explosion, or a flood.

⛧ | Gets really expensive where it's easy to cast it too many times and end up at a disadvantage.

Description:Whenever an enemy uses a Movement ability within 30 meters of Eris, visible as a very faint golden shimmer in the air, they take C-rank damage and momentarily have their movement ability cut by 30 meters of range, which could leave them where they started and takes away from remaining distance they might have left. Causes a flash of light when it occurs. Every time an enemy triggers this within a post, the damage they take is halved.

Name: Radiant WaltzRank: DType: Sun - Sand | BurstDuration:InstantCooldown: 1/postDescription: Eris flickers for a fraction of an instant, disappearing in a blink of an eye to appear 15m (Burst) away.

Strengths:⛧ | Leaves behind an afterimage. Weaknesses:⛧ | Short range. ⛧ | It isn't a true teleport. She has to be capable of traveling the distance normally, albeit including any special movement effects and the fact that she can fly. (Non-Earthen physical or energetic obstruction.)

H-Spell 1/1

Spoiler:

(You might notice few people have ever made purely offensive H-rank spells, most have durations and are more like Modes that support the character overall, for great effect. Offensive H-rank spells simply aren't worth it usually , so I had quite an effort in trying to make something that was worth it.)

Name: Dune God's Ascendant BellowRank: HType: Sun - Sand | Charged Multi-hit SpellDuration: Up to 9 (Possible duration of charging, not lingering effects.)Cooldown: 10Description:When Eris casts this spell the sun turns a crimson red as all light from the sun seems to ripple and strain, disappearing into Eris who appears to bleed Sunfire from her lips and eyes, concentrated so strongly as to appear almost liquid at its golden core with plasma wafting off.

The light from the sun continues to shine dimly, but even the dim light slowly fades. For every post this spell is charged, a section of the sun visibly darkens as though it were a hand on a clock. During this time, any moment Eris opens her mouth one can see light pour out from a single bead swirling inside, a blindingly white bead of concentrated light that has a golden corona around it, flickering with sunfire.

When Eris releases this she does so like the crack of an atom with a soul-piercing cry that reaches for miles, sounding something akin to a hawk's screech and a mountain lion's roar, with an echoing reverb reminiscent of thousands of tortured souls screaming in chorus with her. Those who hear the sound, and are within the area of Eris's Dust to Dust aura, are paralyzed for 1 post. While bellowing, the bead bursts erupting into a rapidly widening beam of destructive energy. A core beam of sunfire is 30 meters wide while a swirling twister of sand spins around the sunfire core to form a ripping and tearing outer shell like countless tiny razor blades. The ground along the path of the beam cracks and spreads into a fissure as wide as the beam is, 50 meters deep. The beam travels 600 meters where, or at the point of impact in general, it clashes and erupts into a swirling sphere surrounded by a sandstorm, looking something like a planet with a ring around it, up to 300 meters in diameter growing to max size at 100m/s, the beam traveling at 450m/s. The attack does 75 base damage per hit, three hits per target maximum. As a Beam spell, the beam does continuous damage in rapid succession, to a limit of three hits per target. Imagine the length of time it would take to receive three quick slashes of a sword. Comparable time spent in the beam applies comparable instances of damage. For every post Eris charges this spell, in which she cannot move on her own, it gains +40% damage and range, to a max of 9 posts. Strengths:⛧ | Ignores physical obstruction caused by Eris's own spells.Weaknesses:⛧ | Weak if not charged. Takes a long time to reach max power, requiring Eris to plan around it and be unable to use it at a moment's notice.⛧ |While Charging, Eris takes 10% more damage.⛧ | If Eris moves her head while firing the beam, it will only apply 1 hit to anything it passes over and the sphere at the end wont have time to fully form, only being about half size. The beam will visibly "lag", similar to when you're spraying water from a hose, the water at the end has to "catch up" with the new direction.

S-rank spells. 6/6

Spoiler:

Name: Sahara CycloneRank: SType: Sand - Sun | Grand SummonDuration: 10Cooldown: 11Description: Eris expels a twisting vortex of sands rushing out from her in a torrent as it spins upwards into a pillar above her that rapidly expands and grows into a 200 meter wide twister, a cyclone stretching upwards towards the sky and travels at 60mph. Among the roaring of the sands is heard the wailing of bound souls fed into the cyclone as she imparts within the cyclone a spark of her own divine will animating the twister with a sinister presence; Not a mere tornado, the storm moves with a malevolent intent to cause harm and seek out destruction.This presence concentrates in the center of the cyclone about 200 meters off the ground taking the appearance of a burning sun that is the "Body" of Sahara with 300 base hpIt deals its basic attack damage to things within the area. Like a creature would be able to strike someone with multiple bites, punches, or sword slashes, Sahara deals 1/4th of the basic attack value of its rank but deals damage repeatedly per roughly every second one remains in the area. ACTIVE: Solar Flare. Sahara's heart roils and intensifies to burn with a corona of sunfire that bleeds out to get caught in the spinning cyclone, igniting the full cyclone with ribbons of dark golden flames to deal 100bd to enemies in the area. This isn't used normally, this ability only activates when Sahara is defeated and its heart destroyed, or when the time runs out. The golden flames incinerate rubble and sand in the cyclone, making it rain a sparkling rain of glass particulates. While beautiful, you really shouldn't inhale it.PASSIVE: Gale Force. Enemies and objects in the area of the Cyclone are subject to S-rank force winds/sands that maintain a constant pull towards the center of the cyclone and upwards. At the top of the cyclone they may be thrown high into the sky away from it. Objects, sand, and collisions within this gale force may result in damage. Strengths:⛧ | Hard to see within the cyclone due to, well, all the sand, and other debris. You could probably see about a 10 meters inside the cyclone before accumulated physical obstruction bars vision. The winds are rather deafening as well. Weaknesses:⛧ | The core in the center would literally fit the definition of a weak point. So yeah, that.⛧ | Even if vision is lost other magical forms of senses would still be working just fine, probably. Tremorsense, Blindsense/Blindsight, or any magical variation thereof. ⛧ | Cover is very effective against Sahara. A cave or heavy stone building could protect you very easily. Wooden buildings would be shredded however and become debris. ⛧ | Completely unusable in cramped underground systems. It would take a truly massive cavern to sustain Sahara.

Name: Tomb of the LostRank: SType: Sand | DefenseDuration: 10Cooldown: 11Description: Tomb of the Lost creates a pyramid around Eris, 5 meters taller than she is with its peak directly above her head. The pyramid and anything inside of it cannot be detected by any means, the pyramid resisting up to 200hp in damage if attacked.

Strengths:⛧ | The pyramid can move with her.Weaknesses:⛧ | The pyramid has one weakness in that it can be detected if one physically touches it themselves personally, or bumps against it accidentally.⛧ | If Eris wants to make an attack from the pyramid, the Pyramid must open, breaking the anti-detection enchantment.

Name: Dune God's Golden Raiment Rank: SType: Sun - Sand | SupportDuration: 10Cooldown: 11Description: For 10 posts Eris is endowed with an aura of glittering golden light and sands that snuggly fits to her form like a second layer of skin, making her look like a golden statue of herself. Outgoing damage is increased by +40, and she may spend MP equal to the MP an enemy spent to shrug off an attack, up to S-rank, with the spell scattering across her golden body. During the post this was cast only, she can shrug off a spell as part of this spell's MP cost.She cannot be directly targeted while this spell is active, as though she herself were physically not there, but she can still be damaged indirectly by attacking the Raiment and thus hitting her.Strengths:⛧ | She isn't subject to knockback or staggers while clad in gold.Weaknesses:⛧ | Requires her to match spell costs with her own MP.⛧ | Doesn't negate the spells, they might still harm allies near her for example or provide a buff or effect to the caster, or leave duration hazards on the area around her.

Name: Dune God's BombardmentRank: SType: Sand - Sun | Offense. AoE / DoT.Duration: 5 postsCooldown: 8Description: Targeting eight separate spots within range (400m), Eris calls down eight unholy rays of golden sunfire strewn with slicing shards of sand resulting in a particle beam of physical sand granules and searing sunfire. Each beam is 25 meters in diameter for a total area of roughly 200 meters (AoE). The rays of light will shine down from the sun but only come into damaging focus when they're within 200 meters of the ground/target. They fall from that 200 meter height at 150m/s.The beams are translucent and you can see vague silhouettes of things caught inside though seeing from the inside outside is more difficult due to the radiance making it opaque. Each pillar deals 50 damage a post and they remain for 5 posts.If a being is large enough to have multiple beams hitting them at once, they take only half damage from the second beam, 25% from the third, and 0% from a fourth.The eight beams cannot overlap what so ever. So it would take a massive creature to have more than one beam on them at a time.Strengths:⛧| Could theoretically do massive damage to targets large enough to receive multiple strikes without area overlap.Weaknesses:⛧ | No overlap, smaller individual areas.⛧ | Reduced damage. Dealing only 50 damage, they are less damaging by default than a B-rank spell.

Name: Dune God's Concentrated MightRank: SType: Sun - Sand | SupportDuration: InstantCooldown: 8Description: This spell is only usable immediately before another spell and has no use on its own.Concentrated Might gathers power within Eris to increase the range and damage of her next offensive spell by S-rank proportions, which is to say +300m, and +100 base damage. Strengths:⛧ | Magnifies the power of her next spell.Weaknesses:⛧ | No use for anything else. ⛧ | Doesn't get much simpler than this.

Name: Piercing ScarabRank: SType: Sand - Sun | Support SummonDuration: 3Cooldown: 8Description: Eris collects swirling sands into the air above the palm of her hand that concentrate into a hard compact sphere that morphs into a scarab sculpted out of compressed sand that is then lit with the light of the sun, imparting in it bound souls to animate it, giving it life and synchronizing it with her magic.

It flies at 50m/s on its own but can "Ride" a spell so its speed matches a spell it is synced to. The Scarab is 12 inches from wing tip to wing tip.ACTIVE: Rekindle. Resets the Range of a spell, to make it start as though from 0 and the spell will now follow behind the Scarab up to its max range as though the Scarab were riding it. It can do this only once per spell.PASSIVE: The Scarab buffs spells that it touches by S-rank damage, once per post.Strengths:⛧ | Excels at magnifying the range of an attack. Weaknesses:⛧ | The Scarab is useless on its own. It has no attacks, and cannot basic attack.⛧ | The scarab can be killed to prevent it from seeking someone out.

Name: Ritual MirrorRank: AType: Sun - Sand | DefenseDuration: 7Cooldown: 8Description: Ritual Mirror creates a barrier of sand up to 75 meters in radius, the shape varies, that can take 80 damage before a section equal to the source of damage in size is broken through. Whether or not an effect breaks through though, the Ritual Mirror will mirror any spell or source of damage back at the origin. The mirror perfectly reflects the world it is emulating, pristine. But off- the mirror world behind the glass (Caused by Eris's cursed sand x sunfire) doesn't work like a mirror, but looks like the real world. In other words, asymmetrical. If you look into the mirror you'd see yourself how others see you, like a photo or video rather than a mirror. (If you punch the mirror with your right hand, the arm on the right of the mirror will not meet you, but the reflections own right arm will extend- to the left of you. The punch then extends out from the mirror to strike back at the individual punching the mirror in a trade of blows).The Ritual Mirror only deals B-rank damage with mirrored effects but if hit by a mirrored attack, the recipient's consciousness and/or soul is stolen by the Mirror for 1 post trapping them in Eris's own version of limbo until the world shatters and they return to their body. Strengths:⛧ | Some basic trickery.Weaknesses:⛧ | Very weak as a wall effect.⛧ | Doesn't do anything if the wall isn't damaged.

Name: Slaying Sun SpearRank: AType: Sun | OffenseDuration: InstantCooldown: 5Description: Eris's body takes on a glow as she visibly blurs in the process of throwing a weapon of any kind which shoots out from her with an intense burst of speed. Adds A-rank damage, range, and speed to a thrown weapon attack. The weapon leaves a visible laser-like trail of light in its wake that slowly fades away.If she uses this on a melee weapon (And doesn't throw it) or her own fist / horns, ect, then she herself will be projected to deliver the blow adding A-rank 225 m/s to Eris's speed to a distance of 300 meters.Strengths:⛧ | A single more impressive and effective attack with any thrown weapon.Weaknesses:⛧ | Requires a weapon to throw, or she puts herself directly in harms way.⛧ | Requires the freedom of movement necessary to throw a weapon with full force.⛧ | The A-rank values are applied after any buffs to strength/speed, ect, and not before. Meaning it doesn't benefit from them, though it will benefit from magic/spell buffs instead.

Name: King's TombRank: AType: Sand - Sun | AoE DefenseDuration: 7Cooldown: 8Description: Eris snaps her fingers or raises a weapon to the sky. A pillar of light slams down into the area within 150 meters of Eris. For 1 full post the area is bathed with intense light and washed out to the point that nothing can be seen but white. The ground cracks and rapidly becomes sand, sand that rises up to form a great domed shell encompassing the area. It is 1 meter thick, even below ground level. Within the dome, more walls are formed within to create compact surfaces harder than steel. The entire interior becomes a labyrinth of hallways and rooms with many floors, a three dimensional labyrinth where you can get lost vertically as well as horizontally, with some areas of floors only accessible from lower levels and so on.

The interior of the labyrinth is lit by star like motes of sunfire that line walls like torches or ceilings like chandeliers.

Individuals within the labyrinth when the spell is cast are encased in the same hard sands, immobilizing them for 1 post before the sand crumbles, and the sands that form around them making the walls and floors can separate even a group of people within a few meters of one another moving them anywhere else within the labyrinth as it forms.

The walls of the labyrinth have 80 base hp per section, but take half damage from B-rank or less spells/sources.

The entire labyrinth sinks 50 meters lower into the earth each post, though the movement isn't noticeable within it.Strengths:⛧ | Eris and those she deigns allies can walk through the walls.Weaknesses:⛧ | Not hard to break through the walls. ⛧ | A lot of enemies that might get caught in it might have not very fun abilities completely negating the entertainment. Wall walking, phasing, teleporting without requiring line of sight, portals, burrowing, brute force thuggery, ect.

Name: Jericho Rise - The WallRank: AType: Sand | SupportDuration: 7Cooldown: 8Description: Eris creates a 150 meter long and tall wall of compact sand, with a second wall 150 meters away. The wall self-repairs, but they only have 50HP before a spell punches straight through with the whole then closing after a few seconds. Enough time to walk through the hole you made. As you might have noticed, the purpose isn't to resist damage like a wall spell.Instead of being defensive, these walls are Offensive. Any spell Eris casts will be mirrored by the walls, filling the space between the two with the spell cast. A laser spell for example would turn the inside of the walls into a car wash of doom. Only one instance of damage is applied however, being hit by multiples wont repeat the damage. It increases the damage by 50 bd, but otherwise is essentially just an extension.Strengths:⛧ | Create a choke room of of doooooom. Adapts to the available space, such as a hallway.Weaknesses:⛧ | Multiple hits from the same spell don't apply more damage, they only take damage once.⛧ | The walls are not very useful for defense.

Name: Jericho Fall - The TombRank: AType: Sand | OffenseDuration: 7Cooldown: 8Description: Causes the Jericho Wall risen by means of Jericho Rise, to be reinforced for 1 post by +160hp while it collapses inward at 113mps on those caught within it with crushing force causing A-rank base damage and Suppressing them for 1 post in which their consciousness is knocked to the void (Or synthetic programming grinding to a halt). The Jericho Wall otherwise functions normally as per Jericho Rise, now effecting anything inside the walls. Strengths:⛧ | A tricky situation for many who might find themselves in the Jericho Tomb.Weaknesses:⛧ | Requires Jericho Rise to be cast. ⛧ | The walls still only have 50hp.

Name: Sand MaelstromRank: AType: Sand | OffensupportDuration: 7Cooldown: 8Description: Eris projects a thin ray from her forehead or the space between her horns if visible, about as thick as a string of yarn but with bursts of sand forming rings around it as it travels. The ray strikes a spot within 300 meters where it bursts into a whirling orb of sunfire that intensifies into a glowing star 25 meters wide while the ground within 75 meters of it disintegrates into Sand, which starts swirling around the star in a spiral feeding into it. By the end of the origin post the star will completely terraform the 150 meter area and the star will have sunk 50 meters down, turning that area into a pit with what would be, if it were not a swirling vortex actively pulling things in, a slick sand slope. It continues to lower by another 50 meters each post, which causes the ground beyond the area of its reach to naturally collapse into the maelstrom continuing to feed the vortex and widening the area by another 30 meters. Enemies caught by the sand vortex must resist A-rank pulling force that drags them towards the star in the center, not directly but in a spiral. It is not immobilization as they may still struggle against it, or use the force to move closer to it, and moving diagonally against it is easier than trying to move directly away, and it isn't a paralysis effect meaning they still have full use of their magic unless it requires some movement that is hard to do.\Deals D-rank damage to things within the area per post starting when they're in contact. If they manage to get dragged into the sun in the center they take C-rank damage per post instead and Eris may, once per post, spend A-rank MP to deal A-rank damage to them while they're in the star similar to a chained spell.Strengths:⛧ | Slowly growing maelstrom that can be difficult to escape. Weaknesses:⛧ | Low damage unless they can be drawn to the center.. ⛧ | Movement abilities.

Name: Star BlazingRank: AType: Sun - Sand | SupportDuration: 7Cooldown: 8Description: For the duration whenever Eris casts a spell there are four echoes of herself within a 150 meter area centered on where she was (75 meters in any given direction), Eris herself disappearing somewhere within the same area shuffled with the echoes. Each fragment of herself mirrors the spell Eris is casting, but doesn't do full damage if they hit the same target. Strengths:⛧ | Allows a spell to target multiple areas or individuals.Weaknesses:⛧ | This effect occurs only once per post.⛧ | Being hit with multiple echoes of the same spell only applies a 20% damage buff as a singular effect rather than two separate instances of damage, per hit/overlap up to A-rank damage.

B - 8/8

Spoiler:

Name: False EarthRank: BType: Sand | SupplementalDuration: InstantCooldown: 4Description: Eris reaches with her sands to alter an area of sand or earth to change the consistency and behavior of up to a 100 meter area. The earth in that area becomes a trojan horse. It looks normal, but is completely flat and level with itself and bare of vegetation or rocks- as the ground has been remade to become quicksand. Stepping onto this ground is like stepping off the edge of a pool straight into the deep end, but unlike water nothing floats on it and you'll maintain a not-so-slow descent rather than slowing and returning to the surface due to buoyancy like you would with water. It takes quite a bit of force to remove someone from the quicksand and not possible for a normal human to remove themselves, like being stuck in mud but worse with that wet suction. Generally a mage will have something they could do to rectify the situation. Strengths:⛧ | Creates quicksand.Weaknesses:⛧ | It is natural quicksand, other earth mages could fix it easily.⛧ | No damage, no magical bindings, no special features. Just a natural hazard.

Name: Crescent DuneRank: BType: Sand | DefensiveDuration: 6Cooldown: 7Description:While active every attack Eris uses that involves the physical damage rules will also create a slash of hard sand that follows the motion from below. Extends the range of melee by 15 meters, following melee attacks through with sand spikes that jut from the ground mirroring the speed of her swings or punches. Leaves the sand behind as a stone obstruction with HP equal to the damage of the melee strike she dealt.Strengths:⛧ | The sand spikes could potentially impale enemies leaving them "Pinned" until broken or they rip themselves or the sand free.Weaknesses:⛧ | Short range?⛧ | The sand left behind is narrow and easily aimed around and wont be too annoying except in cramped spaces.⛧ | Doesn't buff the damage at all.⛧ | Range doesn't stack with Crescent Sun.

Name: Crescent SunRank: BType: Sun | OffensiveDuration: 6Cooldown: 7Description: While active every attack Eris uses that involves physical damage rules will also create a slash of dark orange-gold light that follows the motion from above. Extends the range of melee attacks by 15 meters, following melee attacks through with crescent blades of sunfire that arch down in from the sky mirroring the speed of her swings or punches. The blades of light increase the damage of those strikes by 20% and disables health regen for the post they received damage in. If the regen source is greater than B, it instead reduces by 4%, -1 per rank higher. Strengths:⛧ | Helps against regenerating enemies. Great against trolls, traditionally,Weaknesses:⛧ | Just regeneration, doesn't directly hinder actual healing effects.⛧ | Range doesn't stack with Crescent Dune.

Name: Radiant VisionsRank: BType: Sand - Sun | SupplementalDuration: 6Cooldown: 7Description: Creates an ever shifting cloud of sand and light in a 100m area within 200m that shifts and alters in real time to create actual physical scenes mirroring the effect of illusions, but with substance and they are a physical presence allowing one to interact with them. If they interact with a hazardous illusion they'll receive damage as though Eris punched them using the physical damage rules but that isn't the purpose anyway. Strengths:⛧ | A portable holodeck, ish.Weaknesses:⛧ | If you can sense an element, you wouldn't sense it if you saw it due to Radiant Visions. A water slayer wouldn't be able to sense anything from a fake river.⛧ | Doesn't provide buffs or debuff anyone and you can just leave the area. Walls or obstruction are still just sand and you can force your way through.

Name: Blast StepRank: BType: Sun | SupplementalDuration: 3Cooldown: 4Description: For the duration whenever Eris uses any sort of movement ability, she can chose to emit a burst of Sunfire on arrival or Exit, or both. This comes with 3 charges of a 30 meter burst teleport she can use until the duration ends. The Visual of the teleport is a flicker of light with a thin beam and blur effect from start to finish. The burst of sunfire is 15 meters at 35 meters per second, and does C-rank base damage.Strengths:⛧ | Turns her movement abilities into an attack in and of themselves. Weaknesses:⛧ | The teleport using this provides leaves a clear path to wherever she just teleported towards, limiting surprise and confusion factor teleport would normally provide.⛧ | The maximum damage on a person that Blast Step can result in is 2.5x B-rank, similar to a DoT. After which, they will not take any more damage from this source.

Name: Star ClusterRank: BType: Sun | OffensiveDuration: 3Cooldown: 4Description: Eris creates three miniature stars in the palm of her hand, each the size of ping pong balls. She can throw these based on her own throwing ability, or project them as projectiles up to 200 meters at 150m/s. Allies or Eris may carry them. They will explode in a C-rank / 40 base damage 25 meter diameter nova of Sunfire when an enemy gets within 5 meters of the star, like a proximity mine. Also applies while it is flying, so any enemy that gets near its path of flight could detonate it prematurely.Strengths:⛧ | Function as traps or a cluster-bomb effect. Weaknesses:⛧ | Doesn't damage Eris, naturally, but will damage allies. They don't trigger them, but if an enemy triggers one and they're in range then they'll be subject to the attack as well. ⛧ | They have 40hp and can be destroyed prematurely if seen before they are triggered.

Name: Havoc BurstRank: BType: Sun - Sand | OffensiveDuration: 3Cooldown: 4Description: Eris generates a small vortex of whirling sands in her hand that feeds into a small marble sized point in the center building up heat as they're highly pressurized into a glowing core that ignites with sunfire after 3 seconds, the palmtop sandstorm gone having fully concentrated into a glowing molten ball that cools into a jagged glass sphere. When directed, it will suddenly crack and disappear to teleport somewhere within 50 meters and shatter, bursting into a 25 meter area (expanding at 35m/s) of intense whirling sands with a large burning sphere in the center. For the duration, the area will remain shrouded in the chaotic blaze of sand and sun, which obscurs vision beyond 3 meters.Deals 60 base damage.Strengths:⛧ | No travel time, a teleporting bomb. Weaknesses:⛧ | While it doesn't have a travel time, it has a long and very obvious charge-up time. ⛧ | While it doesn't have a travel time, the explosion itself does. Kind of like if the burst emanated from Eris, but it instead emanates from an origin point within 50 meters.

Name: Sand Nebula Rank: BType: Sand - Sun | DefensiveDuration: InstantCooldown: 4Description: Sends a streaking star to a point within 200 meters at 150m/s. When it gets within 25 meters of someone or when detonated at her discretion or at max range, the star explodes with ribbons of sand and sunfire in a massive chaotic network filling a 100 meter area. The ribbons are hot and molten at first causing 30 damage, after which they cool down into hard bands of rough stone-like concentrations of sand and sparkling glass making it look somewhat like a nebula, thick and physically barring movement like trying to move through Strengths:⛧ | Physically bars movement in the area.Weaknesses:⛧ | They're "Natural" and not magically reinforced, though endure roughly 60 damage.⛧ | Small creatures. Incorporeal bodies (Sand, Fire, Light, Water, ect, as opposed to Ice, Stone, or Metal)

Eris is permanently down 15% MP (30% total, more than the price of an H-rank spell):

Name: Stellar ReactorDescription: With the power of a sun inside of her, Eris generates high amounts of magical power and has a refined mana supply manifested as a golden burning aura with a dark center. Whenever Eris would lose MP, she loses half the amount. (Minimum 1). Meaning low losses aren't erased, 2% doesn't become 0 for example, if it were simply -2. Unfortunately this also means Eris's aura is extremely intense and her spells can be detected, unless in a disguise or not using magic. This doesn't mean that the aura is easily identifiable though, as she can alter the "signature" of the aura. (Separate effects elsewhere)

Name: Edge of Madness.Description:Eris mentally project a looming sense of unease and fear, those who would be able to sense Eris (Even if they might not be able to due to other abilities hiding her) will feel as though their worst fear is nearby, seeing visions of their fear in their minds eye and in the corners of their perception. This puts them on edge, which makes them more responsive to danger increasing their reflex somewhat, however it makes them prone to mistakes and less likely to notice deception or illusion. This cannot be quantified with a percentage.

Name: Sands of RetributionDescription: Whenever Eris receives damage the sands in the air around Eris or from her own body lash out at the attacker to deliver a mirrored wound (In the same spot / angle, ect.) with base damage of 25% of the received attack, using her own modifiers. She can only sync with enemies within range of Eris's Eternal Storm limiting the use against ranged enemies. Enemies effected by this mentally see in their minds eye themselves attacking themselves in a flash instant, a figment of their imagination surely.

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Name: Star BurstRank: CType: Sun | OffenseDuration: 5 PostCooldown: 6 PostsDescription: Eris cloaks her hands in radiant sunfire that leaves trailing tails of light behind them like ribbons, extending to envelop any weapon she wields as well. The next melee strike she lands deals an extra 20 base damage, and 20 base damage on the next 4 posts after they got hit from the searing burns.Strengths:⛧ | Augment a Melee strike with Sunfire.Weaknesses:⛧ | No Range. ⛧ | Visible indicator of effect.

Name: Dune God's LanceRank: CType: Sand - Sun | OffenseDuration: 1Cooldown: 3Description: From a hand, mouth, horns, tail, or pretty much anywhere Eris casts a quick ray of sunlight surrounded by a high speed swirl of sand around the core shaft that cuts like a saw or high powered sander. The beam is a ray 6 inches wide 120 meters long traveling at 90m/s. 40 base damage. Lasts 3 seconds. The beam follows her movement, like a long blade. Or more accurately like a fire hose, as the ray visible bends and distorts with the movement as the speed of the ray tries to keep up with the movement of her head or hand or so on. Strengths:⛧ | Beam effect.Weaknesses:⛧ | Though the ray hangs in the air for a moment she can't redirect it like a laser. ⛧ | It's narrow, only 6 inches wide. About as wide as a lance.⛧ | Deals only half damage to something that is quickly passed over as the beam is moving, as opposed to something directly targeted.

Name: Sand SawRank: CType: Sand | OffenseDuration: 1Cooldown: 3Description: Eris cloaks her hands in swirling sands that leave sand particulates falling in a trail behind her like rain. Extends to envelop any weapon she wields as well. The sands flow at high speeds along the striking face of her weapons or her fist, acting like a chainsaw.The next melee strike she lands deals an extra 40 base damage, and grains of sand are embedded in the wounds and may slip through exposed veins causing blockage. The attack made with Sand Saw are 50% harder to heal. So, if she dealt 60 damage with the attack and they were healed by 60, they'd instead heal by 30. Only applies to the damage caused by Sand Saw)Strengths:⛧ | Augments a melee strike with Sand. Weaknesses:⛧ | No Range.⛧ | Visible indicator of effect.

Name: Dune God's SmiteRank: CType: Sun | OffenseDuration: InstantCooldown: 3Description: Eris narrows her eyes, thrusts a palm or points a finger at a designated enemy within 120 meters. Far above their head a flat disk, looking like a 2D solar eclipse, appears facing down at them. A pillar of light then crashes down upon them, looking like a simple spotlight for the majority of its length that stretches high into the sky as just a visual effect, then the 120 meters closing in on the enemy intensifies becoming a vivid burning beam of Sunfire as though it just came into focus and slams the enemy with a 5 meter wide pillar.Deals 40 base damage.Strengths:⛧ | Coming from above, it may be unexpected or a surprise attack unless they know she possesses this effect so they can be aware of it.Weaknesses:⛧ | Because it comes from above it pretty much either hits or it misses; it's not exactly going to hit someone along the way to the target, or hit someone behind the target if it misses them. ⛧ | Tends to require that the target be outdoors, though normal buildings wont be able to stop it. (A protected fortification or an armored Ship could, however, if sufficient.)

Name: Dune God's Grasping HandRank: CType: Sand | OffenseDuration: 2Cooldown: 3Description: Eris reaches out with an open hand at a target within 120 meters, the hand disappearing and breaking apart into sand that falls to the ground. A mass of sand within 120 meters gushes forth with its own grasping fingers, a whole arm of sand reaches to grab the enemy Eris reached for, mirroring her movement. So long as the enemy is within range the Grasping Hand's own range is indefinite and will continue to stretch throughout the area. Eris can perform melee attacks through the hand as normal. If the hand grabs someone it becomes solid like stone keeping them trapped for 1 post before the hard sand turns brittle. Strengths:⛧ | Persistent for 2 posts. Weaknesses:⛧ | Requires Eris's actual limb to use. Though it occurs to me that she can just make a new one. But at least for a moment Eris loses a limb. ⛧ | Once the sand hardens it has 80 base HP and can be destroyed to end the immobilization early, if they have a means of attacking it while restrained.

Name: Sand LocustsRank: CType: Sand | Swarm SummonDuration: 2Cooldown: 3Description: Within 60 meters Eris animates sand causing what look like 40 cat sized locusts to crawl from the ground, made of compacted sand. The locusts can fly and have 5 HP each, and deal 1 base damage per attack. Each post for 2 posts an enemy might be targeted by up to 10 locusts and locusts might attack twice within a post. Once this spell ends, all locusts shatter into swarms of smaller normal locusts becoming a natural problem for farmers and the like, breaking apart into sand when squished but otherwise normal bugs.ACTIVE: The Swarm can lay tiny clumped bundles of sand within the body of bitten enemies. Activated when Sand Locusts ends, two new sand locusts emerge from the host causing 30 damage and they attack the host or nearby victims before they break apart into normal locusts. They violently emerge from the host, killing generic NPCs.PASSIVE: Plague Bite. The Locusts carry diseases and their bites can inject grains of sand into the target's body. Cannonfodder-tier NPCs rapidly turn pale and sickly, experiencing vertigo, nausea, and cough puffs of sand. Strengths:⛧ | Numbers! It's a swarm! NOT THE BEES! Weaknesses:⛧ | AoEs can quickly clear out a large swath of them. For every 20 damage delt to the general area of the swarm by an AoE spell, those within the area are subject to 4 less attacks per post.⛧ | Locusts are fragile.

D's 11/11

Spoiler:

Eris is down by 10% of her max MP permanently (30% total, more than the price of an H-rank spell):

Name: Dune Wraith's GraceDescription: Eris produces no sound or scent unless she desires it, in which case she can produce any sound or scent she pleases. She leaves no tracks when she passes. No footsteps, no shadows, and no reflections, unless she deigns it. Her movements are particularly lithe and weightless with an unnatural grace to them.

Name: Dune Wraith ExtendedDescription: Because Eris's body is made of shaped sand, she naturally does not have the same organs or perceptions of others. All her senses are basically translated, like raw data, from calculations of the environment. She physically does not possess real eyes, ears, nose, taste buds, organs, or nerves. This shouldn't really even be necessary, but I'm wasting a slot on it anyway because redundancy is security and I revel in Detail.

Name: WitherDescription: Whenever Eris kills an enemy the body is completely shriveled and drained of moisture- and their magical energy cannibalized. For the topic itself, Eris gains 2% max mp per enemy she kills within 3 ranks of herself. 1% if they are Ranked in general. 4% if they are a greater rank than her or a Boss in an S+ rank job. A Boss from a 100 y job would give 10%. Starts at 0% at the beginning of a topic.

Name: Ancient MightDescription: Base damage by Eris is increased by 5. Applies only once per Source; ie only on the first application of damage from a DoT or Multi Hit.

Name: Ancient MasteryDescription: Whenever anyone uses a Movement ability within range of Eris's Eternal Storm or Radiant Dawn, it may trigger up to a 15 meter burst ranged teleport in which Eris disappears and reappears in a flash of Sunfire and light. Triggers once per individual per post.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Name: Brilliant RainRank: DType: Sun | Multi-TargetDuration: 1Cooldown: 2Description: Eris releases a pulse of light that collects into spiraling marble sized suns that propel themselves in arcs to strike out at up to 20 targets dealing 1.5 damage each. They fly at 45 m/s to strike enemies within 60 meters. Due to angles and flight paths they may not all land at once but in succession, especially if targets are at different ranges or are moving in different ways.Strengths:⛧ | The arc can make them curve around cover / obstacles in their way, potentially assaulting from all angles.Weaknesses:⛧ | Minuscule damage. Multi-Target spells are actually pretty terrible at damaging multiple targets.⛧ | The projectiles have varying paths of movement but they are not homing. After setting their course in the moment of casting, they only deviate from their course by about 30 degrees.

Name: Sand Pit.Rank:D.Type: Sand - Sun | AoE.Duration: 1.Cooldown: 2.Description:Eris sends a small few grains of self multiplying sands that travel below ground towards a target spot within 60 meters at 45m/s. When it arrives, it grows explosively, exponentially increasing in quantity while cannibalizing the surrounding earth. Leaves a hollow 30 meter by 30 meter cube beneath the surface with a thin sand shell at the top. When someone steps on the land above it or takes a step if they were already on it , the thin ground collapses into the pit.The sands are heated by a flash of light (Inside the pit, not yet visible, so the flash isn't seen by the victim(s), so during the first post of its creation the sands inside the pit are hot and cause 10 base heat damage, after which it is a normal pit.Strengths:⛧ | A hidden trap.Weaknesses:⛧ | Flying enemies, Teleporting/Leaping/Climbing enemies.⛧ | It's a nonmagical hole after 1 post, easily ignored or manipulated by others.

Name: Sand WhirlRank: DType: Sand - Sun | AoEDuration: InstantCooldown: 2Description: Eris casts a globular mass of sand the size of a small melon that swirls and sands rain down behind it like a comet, and glows from an internal burning core. The mass travels up to 60 meters at 45m/s, then bursts into a 30 meter explosion of whirling sands that stream out from the core like a storm of ribbons of sand like slicing blades at 23m/s dealing 10 base damage.The sand ribbons will wrap around enemies caught in the area, binding them with hardened bands that have 30hp, these binds effect only NPCs.Strengths:⛧ | Can restrain a small crowd.Weaknesses:⛧ | 10 base damage is literally weaker than a D-rank's unbuffed melee attack. like, wtf.⛧ | Energy/gaseous/liquid elemental bodies and some teleportation / teleportation like effects that can leave stuff behind.

Name: Sand PassageRank: DType: Sand | supDuration: 1Cooldown: 2Description: For one post allows Eris to pass through any earthen matter as though a ghost, passing through while leaving the ground completely undisturbed. Strengths:⛧ | Pass silently through the earth.Weaknesses:⛧ | One post⛧ | If created by a spell, can move through only D-rank earth effects that have a duration.

Name: Star StreakRank: DType: Sun | supDuration: 1Cooldown: 2Description: Eris generates a mild glow from her chest a moment before breaking apart into a mass of erupting sunfire, becoming mostly light and plasma, and shooting away at a base of 45m/s up to 60 meters away, she adds her own speed augments/boosts/enhancements to this.If she collides or utilizes the momentum with a melee attack, she adds 10 damage to the base damage of the attack.Strengths:⛧ | Speedy movement.Weaknesses:⛧ | She deals 20 damage to herself if she crashes into something like this.⛧ | A streak of light isn't exactly subtle/stealthy.

Name: Dark LifeRank: DType: Sand - Sun | SupDuration: InstantCooldown: 2Description: Does normal D-rank damage to one target within both Eris's Radiant Dawn and Eternal Storm auras, to heal a different target within range by half damage dealt. They will have a faint thorn-like halo-disk hovering above their heads, and a similar one faintly of sand around their feet, two pairs for both targets warning them, allowing them a window to leave the area of the aura(s), for 2 seconds.Strengths:⛧ | Drain life from one enemy to restore a different target.Weaknesses:⛧ | Two full seconds of forewarning, displayed on both targets. ⛧ | Requires a target to take life from in order to heal anyone.

Last edited by Eris on Sun 10 Dec - 16:45; edited 14 times in total (Reason for editing : <3 It hasn't been keeping count, but this is like the 30th edit lmao. (So 30+what ever is shown after this))

Also, reserve post in case I need to move Spell Fusions to their own post some day (Since spell fusions are the only way to make new spells as I've just filled every slot I own, which is every slot I CAN own, and then some thanks to event rewards).

Also, here's the extra spell slots:(I never got that 1cc btw. Even though it was one of the rarest event rewards with similar odds to the fancy special items and stuff...)

Eris emanates an aura that makes life crumble to dust, or rather, sand, weakening those who resist.

⛧ Usage- Within Burst area appropriate There are no 'rank appropriate' ranges for H rank spells. Gonna have to put in a number for this. for Eris's rank, living and nonliving things in the environment disintegrate at one rate or another into dust, visibly cracking and falling, breaking apart like a sand sculpture being toppled or really dry earth wafting off in clouds and scattered away like ashes to the wind. By deliberately focusing she can reach out and specifically disintegrate something within (Standard Max range of user-rank single target effect) Same as the other one. meters of her, with thin streams of sand zipping out from the area of this aura to snake along the ground or through the air to touch the desired target, and it might spread in a chain reaction like a plague to new targets within Burst range of that. Put in a cooldown for the second part of it. You're taking your aura and activating it from another source with it. Like a plague, Dust to Dust's effects will cling for 2 posts after exposure. Eris may choose to not let them crumble, and remain petrified as statues instead, in which case she can reverse the effect at any time though their souls will have been in Eris's afterlife- dead - in the meantime, which they will forget but may have nightmares about in the future.

⛧ Effect- This will instantly slay unimportant NPCs / NPCs up to two ranks equivalent less than Eris. Does not slay Strong+ enemies in S or greater jobs, or Normal enemies in 100y jobs.Those who are not slain (Since that effects only canon-fodder) instead build up a Dune Count. Enemies within range of Dust to Dust build Dune Counters per post they enter or start the post (Eris's post if they are NPCs or job monsters), or when struck by a spell Eris cast. They represent grains of sand building up on and inside of them with an increasingly oppressive magic aura building around them like a weight in the air that gives a sense of impending doom and makes it so they sense Eris's presence everywhere around and within them. While marked with a Dune Counter, they will be weakened (More vulnerable to damage, opposite to damage resistance) by 8% x2 per counter (the final 5th counter is only x1.56 instead). This is countered of course by Resistance. 16% Resistance vs 16% Vulnerability is 0% change.Damage resist is generally maxed out at 25% for stuff like this, so the opposite should be such as well. Especially with everything else you have in this UA.Once five counters stack onto the target, they are Petrified for 1 post, losing 1 Dune Counter thereafter and cannot gain a new Dune Counter for 3 posts. They may choose to remain petrified, becoming a statue. If they are not a PC and have less than 20% HP remaining, they will not recover from petrification.PC's may recover in the future if they choose to remain petrified. Simply talk plots, you could be left at the scene, recovered by medics, kept by Eris, who knows.

Enemies lose 1 Dune Counter per full post, at the end of said post, that they are out of range of Dust to Dust, and do not take damage from a spell cast by Eris. S-rank non-signature healing spells will also erase 1 counter.

R a d i a n t D a w n

Eris radiates the heat of a sun from her own high-energy core.

⛧ Usage- Eris's body can be hot to the touch, so hot as to radiate a damaging aura (With or without visible solar flames or her body itself seeming to combust) dealing user-ranked damage on direct contact with her body with a hot aura out to a Burst range appropriate to her rankSame range issue as first UA. Add it down below in your 'effect' section for it as well., staggered in, for simplicity's sake, two halves. Near vs Reach. The first half is full power while the second half is half power. Once per spell she casts she can break focus and allow her body to break apart in light and sunfire to reappear a short distance away. This can be used to teleport in a pillar of fire anywhere she has been before or has clearly seen, though it charges with her body visibly roiling with the flames of the sun for a dramatic long moment enough that any enemy can deal damage to her and interrupt it, preventing her from leaving. She'd arrive in a similar pillar of sunfire (This is effectively a dramatic entrance or exit tool), this is done at light-speed (While her secondary magic bends gravity/space to push it past light speed) allowing travel between planets as well.

⛧ Effect- The aura deals user-ranked damage on contact with her or a non-ranged weapon she uses, user-rank for the Near half of the aura, and half for the Reach half of the aura. By letting the core loose to perform a high energy flash-step she teleports as per the burst rules for her rank though only once per spell she casts (Multiple spells don't stack, casting two in a row still leaves her with only 1 use, because each new use overrides the last). Eris must always dedicate some small sliver of her consciousness to suppressing this effect if she doesn't want it, so if rendered unconscious she disappears in a scatter of light (And remains scattered until she regains consciousness so she can reform).

D e s e r t L e g i o n s

The dead rise to serve the command of the Dune goddess.

⛧ Usage- Creatures slain through Dust to Dust find themselves in Eris's afterlife realm where they are bound to her for eternity. Being her possessions, she can pull them back from the realm of the dead to force them to reanimate the sand that once was their body, pulling the sand back into the a shape Eris dictates, often a skeleton or recreation of their past appearance. Generic cannonfodder NPC's are considered to have 25hp (not counting against her "Pool" mentioned earlier as these are cannonfodders and not intended to be threats to PCs unless ignored and allowed to dog pile someone) and deal damage as though they were D-rank using the physical damage rules, usually with a Weak weapon.

⛧ Effect-That is practically just for theme and flavor. So the more useful version of this ability is to reanimate unique monsters. Eris has a pool of HP equal to a user-ranked summon she can distribute among monsters created out of compacted sand with a pool of user-ranked damage she can distribute to them. Either split among multiple elite monsters or concentrated to a single threat. They're considered to be a user-ranked summons for the purposes of rank calculation for abilities or spells. They do not have any active or passive abilities unless she uses this ability to reanimate the body of a Unique enemy she killed which would have access to its own abilities, but Eris must pay the MP cost if any on their behalf. This only works once on each creature within the same topic, as Eris cannot reanimate the sands of their body a second time within the same topic unless significant IC time passes that it may as well be a new topic.

In PVP, any effect of a risen monster has an MP cost equal to the effectiveness of the ability. If an attack or defense is roughly equivalent to S-rank for example, it costs S-rank MP.If the overall threat of the monster is roughly S or H-rank for example, it costs that MP to create the monster to begin with, and 1/4th that must be respent every 3 posts. Regardless of the HP of the enemy, it is limited by the pool of HP Eris uses to distribute to these monsters.

D i v i n e W i l l

Eris's divine will resists manipulations and infringements of self.

⛧ Usage- Divine Will forms a defensive layer around Eris's Ego, her being or essence, like a protective field in an unseen bubble in the air around her on a psychological level of existence that if seen would appear like an intricate golden weave. The strength of this Divine Will reinforces Eris's words and commands giving her a golden tongue, in which she can command NPC's of her rank or less as her divine will overrides their own mortal will. Requires permission to command PCs, PC summons, or important NPCs a PC has created or relies on. Does not work against Strong+ enemies of jobs S or greater in rank or Normal+ enemies in 100y jobs.

⛧ Effect-It protects Eris from spells that would manifest inside her body As you can no longer manifest spells inside of another this is redundant wording that you can freely remove. or within a few meters Few is very vague, change it to a solid number and it should be fine. from her, particularly preventing hostile effects that would alter her perception, emotion, mind, or soul. This could be seen as a list of immunities. Any illusion magic is negated, as it affects the perception of enemies. Any kind of soul-based combat magic would be rendered null as well. As immunities aren't allowed. You'll have to make it more specific or keep it with the MP expenditure to stop them. Basically protecting the sense of Self, warding against infringements on her identity and who she is, and protecting her agency to use her own abilities. If an effect would negate an ability of Eris's, including the ability to cast spells, she may spend the same amount of MP they spent in doing so to avoid it. In general this similarly prevents unintended MP loss, as the god heart does not respond or cater to any other being. You can't be immune to something, and this reads as an immunity to MP loss.

This doesn't effect others in any way, it's only a protection of herself to prevent things that would undermine Eris's existence as a divine entity. ie; You cannot change her personality, or disable her UA's. She effectively has an H-rank counterspell to them. She spends the same MP cost as an enemy did to cast the effect (Redundant statement I'm aware).

Enemies may still benefit from effects that would be protected against by this, but Eris suffers no loss. ie; If they would drain 10% MP and regain the same, they'd still regain 10% for example. If they're the same rank as her she'll lose 1% MP, +.5% per rank of a spell used up to what the spell might normally allow. MP gained (not lost by Eris) by lower ranked characters is reduced by the same amount per rank less than her they are.

This would roughly translate to a 90% resistance to MP drain. You can make a damage resist like thing for it, but at max you could take 25% less MP loss from effects that drain MP. Of any rank.

If they could only use spells against people marked with a spell effect such as Fear or Lust, they can still use those spells against Eris if she would have been marked, she just doesn't have her personality altered or abilities erased.

E t e r n a l S t o r m

Eris's aura as a goddess of the dunes causes sandstorms to sweep the land in her wake.

⛧ Usage- Eris can passively influence the weather of the location at large to replace the natural weather cycle with a sandstorm of varying severity, but still just considered a natural sandstorm, to serve as a backdrop / setting tone shift for a topic. Storm mages would still be capable of doing their own things adding their own weather to the mix or creating their own storm clouds normally. It can naturally reduce vision similar to as though it were a foggy day (as normal for a sandstorm weather phenomena) and grains of sand may irritate eyes and skin.⛧ Effect-Within a burst range appropriate to her rank same range issue. of Eris the sandstorm would be a swirling vortex obscuring vision beyond 10 meters into the sphere or out from an individual caught within it. They can still see vague dark shapes beyond that out to another 20 meters, though human sized shapes will be harder to make out. If they have special vision abilities they could potentially see 25 additional meters and see dark shapes 40 meters out, significantly lessening the effect of the sandstorm. The sands still will deal a low D-rank damage to those in the area as sand rips through the air abrasively, making goggles a very wise decision as nobody likes sand in their eyes. She can shape sand within this range, like how the Desert Legions are formed, into any shape or consistency which can result in Weak weapons or armor, or structures with user-ranked HP, and since she controls the sand she could use individual grains of sand to manipulate objects within range (Which could result in physical damage if used to attack, using magic buffs instead of strength buffs). Up to user rank spell damage tops per post round. To keep from hyper abuse Makes it difficult to sense things in general due to the sound of the heavy winds and sands, the winds and sands/dust making it difficult to taste or smell, and sands pelting you making it harder to notice something specific touching you.She can also control wind within the same area (Wind is an inherent aspect of sandstorms but takes only a small role in this magic) as part of this but to a lesser extent, used for cosmetic things, convenience, and style, without significant combat advantage. Shut doors from a distance, keep smoke away from her, blow her hair dramatically, ect.

G o d K i l l e r

With a divine spark, Eris's body is invigorated with the cursed might of a god slayer.

⛧ Usage- Eris is a killer of gods, a devil with a history of divine assimilation and conquest. She is, of course, extremely effective at waging wars and engaging in battle. Martial prowess and heightened peak physical conditioning are the result of lifetimes of conflict with incredible senses that allow her to sense things around a mile away with some concentration. Though the distance is lesser or greater depending on the strength of the source, as well as environmental factors that can amplify or subdue something, such as heavy rain.

⛧ Effect- Eris's body is heightened to extremes. Her physical attributes in general are augmented by 30%, while she has a much more significant increase to her accuracy and reflexes from more training than could be matched by a mortal army. Her senses are acute, pushed beyond natural means. Capable of catching the faintest scent from a distance, hearing a pin drop in a forest, and tasting faint traces of substances in the air. Touch is similarly heightened to feel disturbances in the air and pressure caused by sound waves varying on intensity, very good at determining the temperature of something with precision. These senses combined with her training allows her to perform feats such as catching projectiles and responding to threats at a moments notice, partly out of finely honed instincts, but largely due to the processing speed of her mind and conscious thought capable of passively sorting through the massive influx of information that makes every action she takes one performed with calculated risk and measured precision. When she fights, with the speed at which she processes information, it's as though a scene plays out in slow motion for her (Including herself).

D u n e W r a i t h

Eris is a spirit entity and possesses sand or creature to walk the mortal world.

⛧ Usage- Eris's body is not flesh and blood. Where she was before an animated construct of Immortal Ice, Eris's crystal body has been abandoned entirely. She is purely a spiritual being now, a ghost. A wraith. ⛧ Effect-In order to effect anything Eris must create a physical body for herself, otherwise she's just an indistinct "Presence". While a spirit nothing costs MP or has a cooldown but literally doesn't effect anything, neither can they be seen (So they don't work as illusions either). So, she must make a physical body. To make a body she must see an area either through her own sight or vision granted by the invocation of her name, or through a creature connected to her. Within 50m, she makes the body appear out of swirling sands which she can compact into a normal looking (In any appearance she desires, even animal or beast) and feeling body with imitated senses given color and warmth or so on at her leisure, she wouldn't be distinguishable to the touch either. But the body can break apart into a swirling sandstorm given her shape or not if she wants. Since it is a swarm of sand grains and incorporeal in nature, she cannot be harmed by non-magical attacks. Immunity to physical attacks. Magic weapons work, such as a flame sword, or weapons coated in magic such as with a flame coat, but she can move her body in ways to attempt to avoid attacks, such as opening holes in her body or splitting apart, giving her a significant boost to her evasion (People list percentages, but you cannot measure evasion. A percentage is ridiculous and unproductive here). She can abandon the body to make it discorporate into sand and make a new one somewhere within 50m, or she can leave as a spirit. It takes about 2 full seconds for a body to be made, and about 1 to leave it. Damage to one body carries over to a new one but ongoing effects would stop (For example it makes no sense if the first body was taking DoT damage due to being on fire, for the second body to also somehow be on fire).Needs a cooldown to keep from being abused.She may also, instead of possessing sand, possess a willing creature (or not so willing creature up to Strong+ enemies of jobs S or greater in rank or Normal+ enemies in 100y jobs) to inhabit its body instead, in which case it would take damage first and not her. Split 50/50 damage, too open for abuse if you take no damage while possessing a creature. Possessing it, she can make it use its own abilities or she can use her own. She can let it use her own abilities instead if she wants to stay in a back seat, so to speak.

I tend to ramble and I like discussing things and reaching understandings and conclusions and everything here is said in a spirit of cooperation thinking of ways to make something work, and without negativity.

I believe I straight up changed things as you said for most all of this. Those few I did not, I changed in other ways I believe.

Papa Aiya wrote:⛧ Usage- Within Burst area appropriate There are no 'rank appropriate' ranges for H rank spells. Gonna have to put in a number for this. for E

Fair

effect) Same as the other one. m

Fair

within Burst range of that. Put in a cooldown for the second part of it. You're taking your aura and activating it from another source with it.

A cooldown on the bit where she focuses the aura effect out to target at ranged?Alrighty, fair.

While marked with a Dune Counter, they will be weakened (More vulnerable to damage, opposite to damage resistance) by 8% x2 per counter (the final 5th counter is only x1.56 instead). This is countered of course by Resistance. 16% Resistance vs 16% Vulnerability is 0% change.Damage resist is generally maxed out at 25% for stuff like this, so the opposite should be such as well. Especially with everything else you have in this UA.

Not really an appropriate comparison as 25% global damage resistance isn't really comparable in that way to 25% amped damage, as increased damage is the same as Strength or Magic buffs that are quite prevalent and most people have multiple sources all ranging from 20-100% boosts. (which is a good thing).

That number given is so low, that wouldn't be worth anything and would ruin the ability as presented. That number is only viable (If still low enough that other abilities would be more valuable in that UA slot) for simple flat basic self-buffs that are always present. That is not what this ability is. This ability is variable, and applied in stages via the counters. As such it requires time to apply counters, and counters can be lost. Few people's abilities take time to build up, and fewer still can fall back / can be lost.

Also, it doesn't really do a lot. To a PC, All it is is the % debuff applied with counters, and a petrify on the 5th counter which then takes away a counter.

Altered.

⛧ Effect-It protects Eris from spells that would manifest inside her body As you can no longer manifest spells inside of another this is redundant wording that you can freely remove.

I tend to like redundancies. They cover bases, and though it's against the rules I notice some people seem to freely get away with ignoring them, so it's nice to have protection worded into your own magics regardless. In some cases I'm sure it's innocent or unintentional. But it's good to have fallbacks in case you run into someone that the rules didn't effect.

"Few meters" changed to "3", mmm... Maybe 5 would be easier to work with.

I don't know what you mean by soul-based combat. Eris doesn't have a soul to begin with (Kind of, it's complicated. It's more like she IS a soul, and not a normal soul but like... Well if a soul is a candle flame Eris is a lightning bolt), like someone not having eyes or hands, or how a statue or robot wouldn't have blood. I know I mentioned soul there, but that was just related to the above statement on liking redundancies, and was more just part of the language o describe the components that generally make up someone's "Self".

The intention of the ability though was in general that Eris might not be personally effected or changed but their spells still work, if that makes sense. Eris's mind might not be changed or broken, but a spell would still do its normal damage and so on... Or if they would have gained anything from using a spell they still would have gained something even if Eris didn't lose something. The goal was to protect Eris's flavor and thematic while not taking away from someone elses.

Enemies may still benefit from effects that would be protected against by this, but Eris suffers no loss. ie; If they would drain 10% MP and regain the same, they'd still regain 10% for example. If they're the same rank as her she'll lose 1% MP, +.5% per rank of a spell used up to what the spell might normally allow. MP gained (not lost by Eris) by lower ranked characters is reduced by the same amount per rank less than her they are.

This would roughly translate to a 90% resistance to MP drain. You can make a damage resist like thing for it, but at max you could take 25% less MP loss from effects that drain MP. Of any rank.

First part is fair enough.Second part not so much... That's incredibly low, and entirely useless, like something that would be a small part of an overall effect.

Overhauled the ability.

⛧ Effect-Within a burst range appropriate to her rank same range issue. of Eris the sandstorm

k

individual grains of sand to manipulate objects within range (Which could result in physical damage if used to attack, using magic buffs instead of strength buffs). Up to user rank spell damage tops per post round. To keep from hyper abuse

Doing normal physical attack damage is hyper abuse? There is no limit to how many times you can punch someone, swing, or fire a weapon, that's why the physical damage rules I helped make exist, to govern the resourceless generic damage.

ie; Using the sand to attack with that afterthought of a usage there would be the equivalent of a punch, except it doesn't scale with Strength since that wouldn't make sense, instead scaling with magic power buffs (Which are much fewer and far in between. I can't even recall if I have one.).

I edited to clarify that the attacks are normal attacks that are equivalent to otherwise attacking normally with any other weapon or limb and not a spell attack (ie; like an S-rank spell doing 100 base dmg, instead being more like a punch doing normal physical combat rules).

Since it is a swarm of sand grains and incorporeal in nature, she cannot be harmed by non-magical attacks. Immunity to physical attacks. Magic weapons work, such as a flame sword, or weapons coated in magic such as with a flame coat,

I mean, it's not immunity to physical attacks. It's... "mundane" attacks. Almost any attack a PC character would utilize against Eris would still work normally. But a random non-magical NPC that tried to punch her would be too beneath her for the same reason you can't stab a river. But throw any magic into the mix and suddenly it becomes viable.

It's debatable whether even a purposefully non-magical punch from a D+ rank mage would still be considered mundane, as even non-martial / physical mages are still passively buffed magically even without having buff magic, by simple virtue of being a mage. D-ranks are like peak humans, and just get more super human from there.

But then would it even be a problem? If a character doesn't have magic effects accentuating their physical attacks then that's not really something they rely on or even intend to use offensively in the first place, ie; rather than having magical punches they throw lightning bolts.

I edited to try to convey that.

Damage to one body carries over to a new one but ongoing effects would stop (For example it makes no sense if the first body was taking DoT damage due to being on fire, for the second body to also somehow be on fire).Needs a cooldown to keep from being abused.

Sure, Fair, I can see that.

She may also, instead of possessing sand, possess a willing creature (or not so willing creature up to Strong+ enemies of jobs S or greater in rank or Normal+ enemies in 100y jobs) to inhabit its body instead, in which case it would take damage first and not her. Split 50/50 damage, too open for abuse if you take no damage while possessing a creature.

Doesn't really make much sense though as she isn't being hit. I mean, if you're piloting a mecha you don't take damage when your mecha's leg gets shot.

I could say that certain types of magic might make her vulnerable though, sort of like they make her become more tangible and external like a layer overlaying the creature that could be hit, some sort of exorcism magic might outright kick her out of a creature or open weak points.

I do see the concern here though... I didn't really even think about it much when I made it, it was just a thematic addition. Mmm...

Alright, sure. I'll split the damage. It's a complicated situation to work out in a way that is satisfying and balanced, so I'll just go with that.

Dust to Dust;Generally, the higher numbers after 25-50%, depending on what it's doing, are required to have some kind of drawback for having it in a single ability. You're doing a LOT of extra damage (something in the 70% increase overall, ~60% with 4 stacks) for simply having someone be within range of you each post. If you don't want to put a downside I'll allow 30% total, after that it's going to need some kind of downside as well. And it does count as the opposite of damage resist. Causing someone to take more damage is most definitely the opposite of them taking less damage. It's not a buff on you, so it's not completely similar to a strength or magic damage buff.

Divine Will;I'm just trying to avoid you being immune to a MASSIVE list of abilities on site just with a single line of "can't be altered in any way." Immunities are fully disallowed, meaning you would have to keep that 'cannot be altered' out of any PvP ever as someone trying to throw a spell that can alter something, like your thoughts, would be impossible to affect you. Unless you intend for it to always cost you the MP cost to do so. You have it so wordy and repeat some stuff that I am unsure at times if you are giving a reason for one part, or if everything affects it all (redundancy is working against you here)

As for the DP system you have in it now. That equates to roughly 50% MP increase for the purpose of MP loss from outside sources and counterspells. This would normally be fine, but the MP regen working on it at the same time as your normal MP andthe first use costing 1 DP I'm going to ask it be lowered to 25%. (if it was just a 50% base MP and that was it it would be fine. But all the extras are lowering it.)

Eternal Storm;The problem is that you can use individual grains of sand to attack. Put this into perspective here. A sandstorm has MILLIONS or sand particles, and you want to have no limit to how much damage you can do in a single post because 'melee has no limit either.' I'm here for balance of the possible PvP and event topic usage of the abilities. Go ahead and use it as much as you want in jobs and agreed areas, but my original requested number still stands for the UA as is.

Technically it would still be considered an immunity due to the wording. If a player did a normal physical attack, with their bare hands, it would not work. If someone had 1000% strength buffs it would work the same way. It would be a mundane punch, as no actual magic is in the punch itself, and you would be immune to it. Its the phrasing to it. If you want to put, for example, non-mages standard physical attacks do not work, that would be fine. But as is it is too easy to make loose interpretations and claim someone didn't hurt you with something.

Divine Will;I'm just trying to avoid you being immune to a MASSIVE list of abilities on site just with a single line of "can't be altered in any way." Immunities are fully disallowed, meaning you would have to keep that 'cannot be altered' out of any PvP ever as someone trying to throw a spell that can alter something, like your thoughts, would be impossible to affect you. Unless you intend for it to always cost you the MP cost to do so. You have it so wordy and repeat some stuff that I am unsure at times if you are giving a reason for one part, or if everything affects it all (redundancy is working against you here)

Alright then.

The problem with effects like changing peoples thoughts is that they are altering the character itself, what I was doing was making a compromise where Eris as a character cannot be changed, but the effects of any spell still work normally for the most part. So mostly it doesn't effect the mechanics of a combat from a logistical eye, but just from the lore-fluff-flavor of the post. In other words, it's like resistance.

But I can definitely include another redundancy saying that the mechanical effects can be resisted by expending the same amount of MP.

As for the DP system you have in it now. That equates to roughly 50% MP increase for the purpose of MP loss from outside sources and counterspells. This would normally be fine, but the MP regen working on it at the same time as your normal MP andthe first use costing 1 DP I'm going to ask it be lowered to 25%. (if it was just a 50% base MP and that was it it would be fine. But all the extras are lowering it.)

It's just like having a Barrier, but the barrier applies not to damage but to MP loss.

MP regen applies separately to it because it is separate, DP isn't MP and cannot replace MP, and it needs some way to recover.

If MP were a pool, DP is a barrier of light at the entrance.

I'll change it some. eh, pretty much just straight up as you asked.

Eternal Storm;The problem is that you can use individual grains of sand to attack. Put this into perspective here. A sandstorm has MILLIONS or sand particles, and you want to have no limit to how much damage you can do in a single post because 'melee has no limit either.' I'm here for balance of the possible PvP and event topic usage of the abilities. Go ahead and use it as much as you want in jobs and agreed areas, but my original requested number still stands for the UA as is.

Using individual grains wasn't intended, nor something I thought about. (Oh, and an after thought: I wasn't talking about the storm itself being used as a weapon, but the process of shaping the sand in the storm. In other words the storm isn't the weapon, but stuff made from the storm's sand was. )

So I'll extend that sentence to mention that any attack that I simulate using sand is distinct and visible using massed sand that takes obviously threatening forms to indicate an attack.

In other words, any attack made via sand will be as obvious or more than swinging a weapon.

If you need a reference, a lot of UA's have a similar effect of an alternate means of basic damage, but off the top of my head there's a clear comparison to the Phoenix Fire lineage which allows you to use fire to deal basic damage (Damage based off the physical damage rules).

I will also give it a Range, which will be based off distance from Eris not from the point it was created, and a Speed.

Technically it would still be considered an immunity due to the wording. If a player did a normal physical attack, with their bare hands, it would not work. If someone had 1000% strength buffs it would work the same way. It would be a mundane punch, as no actual magic is in the punch itself, and you would be immune to it. Its the phrasing to it. If you want to put, for example, non-mages standard physical attacks do not work, that would be fine. But as is it is too easy to make loose interpretations and claim someone didn't hurt you with something.

If someone had strength buffs then their punch isn't very mundane. In my last edit I did actually say that even just being a mage works.

So, seems to be all clear √

Papa Aiya wrote:Dust to Dust;Generally, the higher numbers after 25-50%, depending on what it's doing, are required to have some kind of drawback for having it in a single ability. You're doing a LOT of extra damage (something in the 70% increase overall, ~60% with 4 stacks) for simply having someone be within range of you each post. If you don't want to put a downside I'll allow 30% total, after that it's going to need some kind of downside as well. And it does count as the opposite of damage resist. Causing someone to take more damage is most definitely the opposite of them taking less damage. It's not a buff on you, so it's not completely similar to a strength or magic damage buff.

Firstly, I apologize for being defensive; but I do not this ability is being reviewed fairly and as such am compelled to deliver counter arguments and hopefully make my point clear, as I do not attribute the lack of fairness to malice or ill intent, but a misunderstanding.

Spoiler:

It is in fact nearly the same effect (Extra damage) as is given through Strength buffs, I'm tired of strength buffs, they aren't original or interesting. Is Strength the opposite of damage resist? Making it not a personal buff is only yet another weakness to this ability.

And of course the % gets higher than normal, this isn't a permanent effect, the % isn't always up, it takes time to apply stacks to reach the higher number, that is a drawback, and the stacks can be lost after applied.

Otherwise what is the point of this inherent drawback and convoluted system if it's limited to the same numbers as any random person can have permanently at all times. Even then 30% is low as single buffs usually allow for 50%, up to 75% with a disadvantage- which is what I am balancing around. I inherently have a disadvantage, it's built into the entire mechanic itself. It is one giant disadvantage in order to achieve the higher number.

Otherwise why would I bother with counters at all? If an ability would be better off without something, that something is a drawback.

These low numbers you're throwing at me are worthless, worse than worthless because you're essentially trying to force me into having a wasted ability.

It feels like you're outright ignoring all drawbacks of this ability because you have something against it or me and do not want it to succeed.

Even if it for some reason isn't obvious that requiring multiple posts to build up isn't a drawback itself, there's also the fact that stacks are lost by simply being out of range, and then the blatantly stated up front drawback that healing magic also takes away counters, and how making this damage boost apply on the target instead of herself means that it can be resisted or cleansed by anti-debuff effects.

This is a thoroughly thought out ability, it's been around 75 days after all of tweaking since I completed it, with 72 edits made to that post alone and most of them going to that ability, with at least four points of weakness.

I am not being hostile, and am am not resisting change. I'm just resisting perceived unfairness.

If you persist with the idea that my ability has no drawbacks and must be crippled, then I will comply, by making an entirely new ability worth the slot. So no reason to get agitated if it seems like I'm being a bother, I'll just replace it if this ability becomes a problem.

Sorry for being a bother.

In fact, I *might* rework it sometime before you reply back, if I think of something more interesting in the meantime.

Also; I don't post these until after I make any changes I say outright that I will. Some things I wait for feedback on before changing.(edit;... Unless the edits didn't post and I didn't notice until an hour or two later... Now they're posted.)

This is the problem here. What you're perceiving as unfairness is how I would treat even the ADMINS if I was grading their magic. Ask anyone that's had me as a grader and you would know this.

Now, I'm going to stand firm on the numbers that I have asked for on Dust to Dust. If you do not like them I would suggest trying to think up something else for the UA, as it seems you can't come to terms with anyone on it. We need to get this done and approved, else you're going to have no magic for even longer and that means no jobs, etc, as you can't use an unapproved magic for them.

The DP system can stay as it has been changed to now. If it gets abused it's getting pulled in the future.

For the particles, graders are meant to think of such things when trying to balance. Vague means bad, and if we're unsure we'll ask you to add/change stuff to make sure it's balanced properly. Good with the edits you made, so long as nothing goes horribly wrong in the future.

Once we finish the UA's I can work on the next post of the magic, and be one step closer to getting you approved on this thing.

This is the problem here. What you're perceiving as unfairness is how I would treat even the ADMINS if I was grading their magic. Ask anyone that's had me as a grader and you would know this.

Spoiler:

Fairness doesn't have to be whether or not it's bias to an individual, but whether the principles behind a ruling seem sound.

I did not believe your reasoning were sound, for reasons I stated, and evidence I presented as to why I believe you're wrong on the point where I refute it, stating that I have four weaknesses when you suggest I have none, and that the numbers you're requesting are so low as to barely be worth it even without those weaknesses.

It's not about whether I think you're being deliberate. It's a simple, basic, disagreement and I intended to provide my own reasonable argument for why I believe the ability is not as you stated, from which after your reply I would either be convinced of your opinion, convince you of mine if you're reasonable, come to a resolution somewhere in the middle, or determine that the best action would be to replace the ability.

It wasn't that I believed you were mistreating me, sorry.

I'm happy with how everything else is going though!, I'm sure I'm the one who looks unreasonable from your perspective. But this little hiccup isn't a serious issue.

I'll be replacing the ability, as we both seem to believe the other to be fundamentally wrong, so to diffuse the matter, best to just push the problem off the table.

I wont post this reply until I have done so.

(Pre-posting edit: Alright, changed. I've completely inverted the effect so now the dune counts don't do anything to those who bare them, but buff Eris herself, and the 5th count doesn't petrify the person with the dune counts, but petrifies anyone too close to them. This means the ability now has a 5th and major weakness; the ability is very weak against individual enemies / 1v1's, in exchange for being very good as a raid boss type ability where Eris is scarier against groups. Though of course, a group is still very dangerous against a lone boss.)

(If there are further issues I'll just redo it again rather than drag on a discussion again, sorry, unless of course it's a simple satisfying edit)

For the particles, graders are meant to think of such things when trying to balance. Vague means bad, and if we're unsure we'll ask you to add/change stuff to make sure it's balanced properly. Good with the edits you made, so long as nothing goes horribly wrong in the future.

No problem, I know. I actually enjoy it when graders point out uses for my things that I didn't even think about. I do try to think about such things myself when I write an ability, which is why my writing can drag on because I try to include detail in every corner to fully flesh something out, even if just to put blocks and nerfs in place preemptively.

Which is also why I've always felt like I don't get away with stuff and have a harder time with review processes, because I write everything out up front which causes more questions and makes it look like it's doing more than something vague or undetailed, in addition to trying to make something balanced from square 1 rather than overshooting and then just cutting down as people ask.

Once we finish the UA's I can work on the next post of the magic, and be one step closer to getting you approved on this thing.

Hopefully the spells will be easier so it'll be smooth sailing. I believe signatures and D-ranks were already approved over the past 80 days, and I generally don't have strong opinions on normal spells like I do on UA's (since UA's and signatures define the character, while spells are just blips and I don't end up using most of them IC anyway)

I don't see any glaring issues with it now, just make sure nothing is hyper abused from the UA's after.

ON TO THE NEXT POST OF THIS!

Radiant Echoes;This is doing a bit much for a signature spell. Sig spells are meant to be simplistic as well as doing a single simple thing. A blast of your element for damage, a quick strike with an elemental punch, etc. What you have here is the ability to clone an entire spell that causes it to do the same thing but for S rank damage. That would be considered multiple effects. Adding 50% S rank damage to a spell would be okay, cloning an entire spell means copying multiple different things plus doing damage is overkill for a Sig.

Sand Shell;Half your post is so variable and vague that you need to either change to it last for a post or give it a number of words to last. Every post is different, and if you're the first poster and activate it someone could simply post MORE words and negate you even using it that post.

Desert Rose;Cooldown needs to be 8xNumber of Times Spell Used. It's how chain spells work for that. Plus multiple uses charged up to be used at the same time needs a delay in it. Say, can cast twice per round without sending them out all at once. And as an A rank spell that is working like a shield, on a spell meant to be used in quick succession to be used to full effect. I'm gonna ask you lower the number on hp of them to 65. (80 hp is A rank spell damage. I'm asking for a 19% reduction for being allowed to cast it an infinite amount of times before you put it on cooldown for an ungodly amount of time.)

Blinding Recovery;Once per hit needs to be changed to once per post.

Halt;Full range, full damage, every time instead of once per post. Gonna ask you lower damage to 25%, or make it only activate once per post for full damage. Unless you'd prefer to lower range to a lower number (10 meters) and keep it as is.

Radiant Waltz;Please remember that Instant, no-cooldown, sigs are once per post and this is fine.

Dune God's Ascendant Bellow;http://prntscr.com/gy7kjzPutting this here for reference as I go.The damage you have the spell at, with absolutely no charge, is 125. Where H rank base damage is 140. Charge spells are supposed to be considerably weaker when not charged at all. Not to mention the first round of charging adds 75 damage overall to it, which is a 60% increase to it with one charge. You then have it increase by 25% more with each post after that. While I get you were trying for a 'useful' H rank damage spell, I believe you went about it the wrong way. They are meant to go from 'meh' to 'oh shit' once fully charged, with varying degrees between it. This goes from 'ow' to 'oh shit' in a single post. I would suggest lowering the base damage to 100 total. Your choice on how it's split, and then add 40% per charge to the overall damage, splitting the extra damage evenly. This makes it weaker at first but then makes it way stronger in the end. Proper charge spell at that point.

Sahara Cyclone;You can't judge damage based on seconds. This isn't a MOBA, nor is it Dungeons and Dragons. It's an RP forum. One post does not have a set amount of time. You can say they deal 1/4 their normal physical damage, but you can't say per second as one post could be eight, another could be a minute. Basing it on time makes it to abusable. Add that to the size of the creature, which is ridiculously huge, and this is even more abusable. You can have it be burst range sized according to its rank, 100 meters, but you may want to rethink how you are doing the physical damage. The base description should not have anything special in it for summons. That's why they have 2 abilities.Active: Definitely need to lower it's size, as you want to deal full spell damage inside of it when it runs out or is killed. If you wish to keep this it definitely needs to be lowered to the 100-meter size.Passive; Choose one, if you choose the pull you'll need to say how strong the pull is in meters per post, else people get to choose for themselves. If you choose to keep the damage you can raise it to B rank damage per post, as long as you lower the creature to 100 meters.

Lot's Plague;That whole first part just killed off the entire non-magic NPC part of the entire site. That's unnecessary. Use something like that in agreed upon plots, it's not needed in the magic.As for the actual effects: Multi-Target spells deal 75% less damage 'per hit' than normal. You want to deal a total of 200% more damage overall to an unlimited amount of people as well as remove immunities and damage resist and reduce evasion (something that is more an RP thing than a percent chance thing). This is not how multi-hits work, and would never be approvable with this if you wished for it to be one. What you have here is a DoT. So you'll need to rewrite for that before I move on for it. If you wish to make it AoE or DoT or both let me know and I'll grade it as that.http://prntscr.com/gy83x9 reference on multi-target spells.

Dune God's Golden Rainment;The flat damage reduction is a no go. You can change it to a %, keeping in mind 50% is max without lineage and 75% with damage resist in lineage, to both and remove the cannot be targeted. Or you can keep the cannot be targeted type by removing the damage increase and making the damage resist follow along the lines I mentioned in the previous sentence. Flat damage increase is generally it's own spell, making it add half or full rank depending on duration/cooldown and other things involved. You want too much for way too long.

Dune God's Bombardment;This falls under the multi-target spell, it would have to be lowered to 300 meters unless you want to add another proper weakness. Since it's an AoE, and if I read it correctly they cannot hit the same spot at all (Each 25 meters of the AoE does not overlap at all) then it's simply 50 damage to each spot with an extremely low chance for someone to be hit again. If that's the case then the range change is the only thing I ask.

Dune God's Concentrated Might;You can keep all three if you lower the numbers to each one by 25%. Or you can remove one of them and keep the other two as is.

Piercing Scarab;Active: Need to choose one effect or the other.Passive: The beetle needs to have a max range away from you if you want this, as you could do an infinite range using it.

(Don't worried by the size, I've gone out of my way to be extremely cooperative. If you see a mini rant, usually spoilered, it's something that in the end was unneeded and can be skipped, as I worked through or around the problems that came up.)

• Error. Disagreement or inability to make a change. (Nothing has this anymore. While this post has been waiting to be posted for so long, I eventually worked on each to turn them blue or green.)• Uncertainty. In which I ask a question or Corrections may have been made one way or another but could go either way.• Probably good to go. I've made changes, most likely the changes as requested, and it should be all clear.

This is mostly for me to keep track of this stuff as this will probably take me quite some time to go through because A) It's a lot, even excessively so. B) It's highly demotivating for a number of reasons that make it hard to work on.

In some cases I may have forgotten to make any changes I stated, due to taking a while to go over everything and something could have slipped in the days following. I'm pretty sure, however, that I got everything I said as I've gone through the list a few times.

I feel much more cooperative lately (and was able to capitalize on this feeling, by turning a few Red marked things into blues and greens.), so trying to post this as soon as possible now...

•Blinding Recovery;Once per hit needs to be changed to once per post.

Signature spells are meant to be spammy and not have cooldowns but that would be overpowered for a healing spell so I attributed it to once per hit instead which results in being incapable of casting it whenever I wish, relying instead on having suffered damage, and would effectively be similar to having an x HP barrier.

But I wont drag this issue out, I'll just change it to a normal healing spell 1/post. (As yeah, healing spells shouldn't be spammy without some form of usage limitation, though that doesn't always have to be cooldowns)

•Halt;Full range, full damage, every time instead of once per post. Gonna ask you lower damage to 25%, or make it only activate once per post for full damage. Unless you'd prefer to lower range to a lower number (10 meters) and keep it as is.

Once per post for full damage sounds fine, I'll go with that. Each time it triggers in the same post it could be cut in half for even less damage potential overall in some moments, but more reliable and not too awful.

•Dune God's Concentrated Might;You can keep all three if you lower the numbers to each one by 25%. Or you can remove one of them and keep the other two as is.

Three? It's only two.

Oh, the velocity. That's just a side effect of Range. Range and speed have always been linked on this site in the past, I don't see why they'd not be related now.

But I'd rather not make a fuss about it, I'll just get rid of the speed.

•Dune God's Ascendant Bellow;http://prntscr.com/gy7kjzPutting this here for reference as I go.The damage you have the spell at, with absolutely no charge, is 125. Where H rank base damage is 140. Charge spells are supposed to be considerably weaker when not charged at all. Not to mention the first round of charging adds 75 damage overall to it, which is a 60% increase to it with one charge. You then have it increase by 25% more with each post after that. While I get you were trying for a 'useful' H rank damage spell, I believe you went about it the wrong way. They are meant to go from 'meh' to 'oh shit' once fully charged, with varying degrees between it. This goes from 'ow' to 'oh shit' in a single post. I would suggest lowering the base damage to 100 total. Your choice on how it's split, and then add 40% per charge to the overall damage, splitting the extra damage evenly. This makes it weaker at first but then makes it way stronger in the end. Proper charge spell at that point.

A rant about the ridiculousness of Charged spells, that you can completely ignore.

I've changed it as you described / asked.

However I have also made it a multi-hit spell, since I noticed that the spell rules even use Beam as an example of a multi-hit. So it seemed appropriate. I further reduced the damage of this from the 100 damage you requested, down to 75 damage.

Spoiler:

Charged spells are supposed to be weaker but considerably weaker is awfully silly.

You realize how many attacks you could get off in one post? Why on earth would you waste a full post to increase the damage by anything less than 100%, since you could have just cast multiple posts in the one post, and any number of spells in the posts you wasted charging the one spell? That's insanity, especially when the damage is so low in the first place which diminishes the power of percent based damage increase.

This is something I tried to talk over when these rules were being added but I was assured it was fine and it'd work out and but the charge rules have only seemed to keep getting worse ever since, and I tried to get across that wasting full posts to charge would mean the damage potential would have to be at least comparable to attacking and fighting normally in the time spent charging. Which is why I managed to get the rules changed before they were posted to not include measurements in posts, allowing for charge ups to occur during the post they are used while charge ups that take posts would be significantly more powerful. The vagueness of the rule was a compromise intended to just be the guideline that it is. But since then it seems people have taken it to only be a little more powerful, and require full posts.

Yeah, it's supposed to go from "ow" to Oh shit. It's an H-rank damage spell, and Charging for 1 post is already a massive time-cost sink. To think about it rationally, a whole post wasted "Charging" a spell while everyone else does whatever they please.

Spending a whole post charging only to deal the damage anyone else would deal without charging in an instant + other spells and attacks they would have also done, anyone would be a fool to ever use a charged spell.

Not to mention this an RP site, no one wants to essentially write nothing for multiple posts in a row for a single not-very-special effect.

Consider this a Suggestion as though I posted it in the Suggestion section, though as I'm sure nothing would come of that I wont bother.

I knew the rules on charged spells and I admit I was hoping that they would be treated more as the guidelines they are especially with this spell being an H-rank, which are massive grey areas on their own right.

Most people don't make offensive H-ranks because it's massively underwhelming and pointless when you can get vastly more damage or general usage by making your H-rank spell Support. Support magic and buffs are king on this forum but I really wanted to try to break the mold.

•Sahara Cyclone;You can't judge damage based on seconds. This isn't a MOBA, nor is it Dungeons and Dragons. It's an RP forum. One post does not have a set amount of time. You can say they deal 1/4 their normal physical damage, but you can't say per second as one post could be eight, another could be a minute. Basing it on time makes it to abusable. Add that to the size of the creature, which is ridiculously huge, and this is even more abusable. You can have it be burst range sized according to its rank, 100 meters, but you may want to rethink how you are doing the physical damage. The base description should not have anything special in it for summons. That's why they have 2 abilities.Active: Definitely need to lower it's size, as you want to deal full spell damage inside of it when it runs out or is killed. If you wish to keep this it definitely needs to be lowered to the 100-meter size.Passive; Choose one, if you choose the pull you'll need to say how strong the pull is in meters per post, else people get to choose for themselves. If you choose to keep the damage you can raise it to B rank damage per post, as long as you lower the creature to 100 meters.

Exactly, this isn't a Moba or Dungeons and dragons as you've said. It's RP. Which is an emulation of a real, though fictional, world in which time works just as it does for us. You know perfectly well that putting your hand into a lake and pulling it back out would be roughly around three seconds.

It makes more sense to measure by actual time than it is to measure by posts.

But I have to admit you're the first person to convince me on this point, while it IS more reliable and accurate to measure by time, it is also more abusable. Unless the duration was also measured in time, which since it isn't here and that would be too much to suggest, you are absolutely right and I agree. Saying eight seconds = x damage is alright at its core, but it's the surrounding elements and how some things are measured in posts that makes it cumbersome.

I'll fix it into something more appropriate (and not based on time).

-

Burst is a Radius, not a Diameter. If you have a Burst spell it's usually an instantaneous effect like a dash, in which case the Burst radius is the 360 directions you might travel and a shorter range to limit a teleport to, while Burst also covers a "Burst", the 360 directions around you of a burst-like effect.

Which is why it is half the area of an AoE, because a Burst is an AoE range, centered on yourself. In other words all Burst is is an AOE that's centered on you.

Which I think I thought was 300/150 meters when I made the spell, hence the 300 meter size. Either it's changed, I was wrong, or I don't know what I was thinking at the time. (It HAS been over 90 days since I finished making this magic after all, even longer since I would have made that specific spell).

Have the Ranges been reduced recently?

Anyway. I'll cut it back to an appropriate AOE size for sure.

ALSO with that in mind I've also reduced some other ranges here and there within this post being worked on without being asked.

-

What do you mean by pick one? It's a single ability and effect, the cyclone is, well, a cyclone. It's winds pull people towards the center with s-rank force, as it is an s-rank effect. That force will naturally result in damage, because all damage is is the transfer of force, though of course it's just an afterthought here, and any damage results from collisions which I say can result in C-rank damage per post, not that it does result in C-rank damage per post. It's one of those moments where I include a bit of proper detail where most would shrug it off but I tend to be as thorough as I can be.

I fail to see what choices there even are to "pick from" as it is just the single effect of high winds.

I will remove the C-rank damage as it was an afterthought anyway inserted only to make things make more sense. Though I believe it's also very underpowered without that damage as most people tend to ignore things like "Strong winds pulling you" because "Lol, my character is too badass for that."

In other words, I'm doing just as you've asked on this one too. I just talk too much.

•Piercing Scarab;Active: Need to choose one effect or the other.Passive: The beetle needs to have a max range away from you if you want this, as you could do an infinite range using it.

Why would it have to choose.. It's an active spell not a signature spell or a passive, and it can only use this once unlike most actives of summons. *sigh* Okay then.

That makes no sense, it's a summon, not a thrown ball. And you cannot have infinite range if you do not have infinite time and infinite speed. Two which I'd also point out, said Time is only three posts when this is an S-rank summon.

And I'd also point out that the passive says nothing about increasing the duration of any spell meaning even at the maximum usage a spell wont last more than a post if it says its instant which further reduces both the range and extent of the use.

I've edited it very closely to as you asked.

•Radiant Waltz;Please remember that Instant, no-cooldown, sigs are once per post and this is fine.

Spoiler:

Um, that's entirely against the purpose of signature spells. They replace the free use of weapons, and are used as such. There's no once per post cooldown on swinging a sword just as there is supposed to be no such limit on a signature spell, which is the reason for their existence as weapon replacements and why they're supposed to be simple.

No cooldown means no cooldown and are balanced by their simplicity or other key aspects that provide that balance, which in this case was saying how there's a distinct gap where even if spammed frequently there's a reliable opening for anyone to use just like flash step style techniques in any anime ever, where they blink from one spot to another and have that opening where they're stopped as they go to take their next step, in which the enemy strikes and then the action goes on for six more episodes of psuedo drama.

Being a signature spell, and thus something to be used frequently, is why I included such clear and distinct limitations.

⛧ | Short range. ⛧ | It isn't a true teleport. She has to be capable of traveling the distance normally, albeit including any special movement effects and the fact that she can fly. (Non-Earthen physical or energetic obstruction.)⛧ | Has a 1.5 second "cool down", so there will always be that moment of vulnerability no matter how often she uses it.⛧ | Indication of the effect having occurred. ie; it's not subtle / hard to miss what happened, which can be an advantage to teleports that have no visible effect resulting in a jarring confusion.

Things can be fun and balanced without being overly limited.

The entire existence for signature spells are for their lack of cooldown, to be used like you would use a Weapon; freely and without limit by default, limitations being added only to balance an otherwise overpowered spell. In this case I included all the above listed Points of Weakness to flesh out the usage of this effect and how one might combat it.

THAT SAID, if it is your personal believe that a Teleportation effect would be too overpowered as a freely used signature spell then I will absolutely concede to that point and be glad to buff the spell but give it a cooldown. (As introducing cooldowns to signature spells was supposed to be a point of balance for concepts that are too strong when used as often as you could swing a sword)

There, now it has a cooldown.

•Dune God's Golden Rainment;The flat damage reduction is a no go. You can change it to a %, keeping in mind 50% is max without lineage and 75% with damage resist in lineage, to both and remove the cannot be targeted. Or you can keep the cannot be targeted type by removing the damage increase and making the damage resist follow along the lines I mentioned in the previous sentence. Flat damage increase is generally it's own spell, making it add half or full rank depending on duration/cooldown and other things involved. You want too much for way too long.

I fail to see how it's too much, it doesn't really do a lot, especially for an S-rank support spell and each individual aspect is limited / reduced.

Went with the later suggestion, I've removed the damage mitigation and replaced the weaknesses of the damage mitigation with a limitation on the spending MP to counter attacks, so now the spell doesn't counter the attacks it just guards herself.

Edit- I'm a twit, I just noticed you said removing the damage increase, not the damage decrease. I removed the damage decrease and kept the damage increase... So, making this Green instead of Blue.

•Sand Shell;Half your post is so variable and vague that you need to either change to it last for a post or give it a number of words to last. Every post is different, and if you're the first poster and activate it someone could simply post MORE words and negate you even using it that post.

Half post isn't very vague or variable. A post can be of any length but it's always a minimum of whatever is required for the job, and half a post is always half the post regardless of the length.

Measuring things in posts at all is no less vague, measuring things in seconds is more accurate than posts.

Measuring by words would be the most vague.

Ultimately it isn't even a necessary distinction, as the concept remains present.

The duration could remain less than a post but the err seems to be in the description. Perhaps I should remove the reference to posts at all in the description and avoid OOC terminology (as I usually try to do) and simply state "For a short amount of time". Which while variable, RP itself is all about being variable, being all about fluff, style, and writing.

Would that be better?

Or of course I could measure in seconds, as while some people suggest that seconds don't fit RP I highly beg to differ, you're writing a world and inhabiting it in your mind. It's more natural to determine the rough amount of seconds between actions than it is to use something so nebulous and mechanical as "posts" as though they were turns.

•Desert Rose;Cooldown needs to be 8xNumber of Times Spell Used. It's how chain spells work for that. Plus multiple uses charged up to be used at the same time needs a delay in it. Say, can cast twice per round without sending them out all at once. And as an A rank spell that is working like a shield, on a spell meant to be used in quick succession to be used to full effect. I'm gonna ask you lower the number on hp of them to 65. (80 hp is A rank spell damage. I'm asking for a 19% reduction for being allowed to cast it an infinite amount of times before you put it on cooldown for an ungodly amount of time.)

I'm aware of the cooldown, I made the chained spell rules / concept, and it IS weird I didn't mention it but I believe I may have not mentioned it since it's somewhat fundamental that it didn't even occur to me to make a note of it other than "Chained".

I even had to double check that I didn't mention it in the description or weaknesses.

Anyway, will make a note of that.

---

Defensive spells go up to 3x, even 4x in some cases, their rank in value. Being a pure defense spell, it would be a 3x defense spell. Being a chained spell, I docked 1 rank from the value as though it were not a pure defense spell.

It IS regardless a full A-rank spell that costs as such with every cast. I do not believe you're fully comprehending the implications of what you are suggesting.

Any spell as you described would be worth less than the mana spent. The weakness of Chained spells are that they are essentially one use per topic and cost MASSIVE amounts of MP to make full use of.

I assume perhaps you thought that was a Signature spell, thus having no MP cost. If that were the case I could certainly agree with you, though even then the stacking cooldowns (which signatures should not have cooldowns, by design) would still make it a one use per topic spell so that's still a massive point to consider.

That's a bonus A-rank spell slot gained from sacrificing an Artifact armor, meaning it is extremely expensive to cast and will drain you of MP with just a few uses / chain links.

I apologize for the confusion. I've always wondered if it might trip someone up for me to include the normal spell slot bonuses from signature spell item trades in with the signature spells they came with, I don't think I did enough to distinguish them from the signatures.

As such I've Indented the bonus spells for convenience.

•Lot's Plague;That whole first part just killed off the entire non-magic NPC part of the entire site. That's unnecessary. Use something like that in agreed upon plots, it's not needed in the magic.As for the actual effects: Multi-Target spells deal 75% less damage 'per hit' than normal. You want to deal a total of 200% more damage overall to an unlimited amount of people as well as remove immunities and damage resist and reduce evasion (something that is more an RP thing than a percent chance thing). This is not how multi-hits work, and would never be approvable with this if you wished for it to be one. What you have here is a DoT. So you'll need to rewrite for that before I move on for it. If you wish to make it AoE or DoT or both let me know and I'll grade it as that.http://prntscr.com/gy83x9 reference on multi-target spells.

Spoiler:

Doesn't really matter, everyone ignores any changes to the world or even preset information about a world. Every player lives in their own little universe with brief moments where two universe momentarily rub off on another when they touch via topics with one another. Even an S-rank mage might destroy forum locations, or even a D-rank mage fooling around with some of their own plot NPCs.

So yeah that's exactly what it is; Plots. And I don't do things in plots that I do not have the means of doing via magic apps. I avoid making things up randomly, and thus I create tools in my magic apps with which to create plots.

It doesn't matter how many people are anywhere if they are exposed to the same effect. An AOE fire ball isn't going to do less damage to Jim just because it also damaged Jane, and they're all NPCs.

This is an NPC spell. It's non-combat. People have made worse as completely free """"""Non-Combat / Plot"""""" abilities.

The only relevant part is the last paragraph."Those baring magic tend to resist the plague, but instead go through a very brief but violent reaction. For 10 posts they'll take D-rank damage per post and lose any immunities and resistances to damage they possess. A headache and vertigo make it awkward to stand or run, reducing evasion by 30%, while grains of sand rapidly growing beneath their skin cause pain in the joints and when gripping things. (Said sand once the spell ends disintegrates and is absorbed by their internal magics to dissipate entirely)"

In other words, everything up until then is a """" Plot """" ability, while the spell is actually a 10 post DOT dealing D-rank damage and a anti-resistance debuff.

The only obvious problem is that there's no apparent limit on Range, which I'll be adding into the last paragraph in addition to that once used the 10 post duration applies from casting and not from exposure, meaning even if it was used in a topic and it was spreading among the NPC's, PC's wouldn't be effected if it was used before combat as 10 posts can be considered to have already past since casting, and that if used in combat even it it spreads it wont hurt the PC's after the 10 posts past.

I'm aware that evasion is more of an RP thing, but people keep adding %'s to weird RP things anyway that don't make much sense so might as well. For example, how on earth do you measure a % based increase to senses as seen in the Slayer perks? And even more important, 10% wouldn't even do anything. That's so little it doesn't even compare to natural differences between two normal individuals, lmao. A % boost to senses would have to be measured by several hundred % increases to be special. For example, a dog's sense of smell is 100,000 times that of a human.

Immunities aren't even supposed to be a thing anymore, allegedly.

All it really is in the end is a plot tool that does D-rank damage a post and clear resistances. Does that really sound like too much for an S-rank spell? I've seen S-rank spells do worlds worse than that, even S-rank spells that have been stronger than the last H-rank spell I've made. Hell, even stronger than this H-rank spell I've made too.

Also can I just use this moment to point out that the DOT rules are broken as well? You have a hard-limit on the damage potential of a DoT, but all that does is encourage people to divide the allowed damage between as few posts as possible when a DOT should reward you for dragging the duration out as long as you can, not as short as you can. Minimal immediate damage is supposed to be rewarded with maximum damage total by the end.

I tried to convey that point when these dot rules were being made and I managed to get them improved a fair bit, you should have seen the previous dot rules that were almost added instead, they were even less useful than the current Charged spell rules.

Anyway. Dots should really be encouraged to do more damage over long durations.

Replaced the spell with Tomb of the Lost.

•Dune God's Bombardment;This falls under the multi-target spell, it would have to be lowered to 300 meters unless you want to add another proper weakness. Since it's an AoE, and if I read it correctly they cannot hit the same spot at all (Each 25 meters of the AoE does not overlap at all) then it's simply 50 damage to each spot with an extremely low chance for someone to be hit again. If that's the case then the range change is the only thing I ask.

It's an AoE. It's just not a single giant explosion, it's eight small explosions for what is effectively a 200 meter area explosion. 200/8 = 25.

Nope, they can't hit the same spot. Further supporting the idea of being an AoE.

It's an AOE with more flavor and following a specific theme.

But like how some spells might have some quirks or situations where they might do additional damage, this one just has the possibility that if someone is moving fast across a large area they might get hit by a second one or something. It isn't an intended use of the spell, just a possible side effect and thus I describe what would happen in that case, just like I always do when I think of possible outcomes of something, I provide detail and describe weaknesses and what might happen in that case usually to preemptively nerf a possible usage and prevent abuse or questionable content ahead of time myself. I do always try to balance my things, and as you might have noticed I talk too much.

If you'd like I could give it a Nerf-Buff that makes it so if you're hit you're Petrified till the end of the post which would make it so you couldn't get hit by multiple parts of the AoE if you wanted to.

WAIT, I'm confused. I gave it a duration of 5 posts and it says... .I think I made it an AOE DOT spell but each DOT was in a new spot. I think I got confused myself halfway when I wrote the spell and by the end it became a normal AOE but the first half was an AoE DoT, where each post had a separate strike.

So on one post it's a 25 meter AoE sun strike, then on the next post it's a new 25 meter AoE Sun Strike and so on.

Good heavens it's a mess.

Let me just go ahead and rewrite it.

Papa Aiya wrote:•Radiant Echoes;This is doing a bit much for a signature spell. Sig spells are meant to be simplistic as well as doing a single simple thing. A blast of your element for damage, a quick strike with an elemental punch, etc. What you have here is the ability to clone an entire spell that causes it to do the same thing but for S rank damage. That would be considered multiple effects. Adding 50% S rank damage to a spell would be okay, cloning an entire spell means copying multiple different things plus doing damage is overkill for a Sig.

Spoiler:

How is it too much? How could it be any more basic?

It's literally nothing but pure damage, it is the epitome of basic. It's so basic that it is incapable of taking any shape on its own. The ONLY way to use it is to cast another spell for it to piggy back on.

I'm fully aware of the simplicity of Signature spells as I made the concept myself with things like magic bullets and classic fireballs or lightning zaps in mind, but it was never intended to be that limiting, surely no cause for spells to be boring.

This spell is nothing but damage, it has no Range, it has no Speed, it has no Area, and it has no use at all without you actively casting another spell. I physically cannot cast it on its own.

It's mechanically little to no different than having shot them with a basic lightning bolt after having thrown a fireball. I just throw an Echo of the fireball instead of the lightning bolt and pair them. But with this being an Echo it has to follow behind the spell that it's being carried by, and with the delay between the first spell and the echo it's not very likely that they'll be hit.

I am replacing this spell entirely due to disagreements and it's simply not a spell worth further discussion on, most spells would be more useful.

_______________________________________

Hey, could you quote my spells when you look over them and as you review, just make the changes you want as you would like to see the spell, just highlight changes in red or something. Shouldn't be any more, or not much more, work than normal I think. And it might make less hassle for us both in the long run.

I'd probably just directly use what you provided that way and we can go much faster! If i make the changes myself I get a little defensive, and sometimes pride and a sense of inconvenience can make it hard to follow through.

But if I could just use the changes you provide I'll probably just go with that most the time. Part of why this has taken so long to post is how intensely demotivated the whole over-100-day review process has made me.

Watching Thor-Ragnarok has rekindled my creative spirit though and I kinda just want to get it over with.

Name: Mass RiteRank: AType: Sun - Sand | DoTDuration: 5Cooldown: 6Description: Eris snaps her fingers or claps her hands, causing all light to disappear within 600 meters in just an instant, a reverse flash, before it returns dimmer than before. An orange-gold ring of light faintly outlines a 150 meter area centered on Eris or a point within 300 meters. Sands whirl around the ground making the ground indistinct so it's hard to be sure-footed, the swirls hiding hazards. The bodies of enemies wither as though drying up with stolen moisture, dehydrating them as they are drained. Tendrils of dark light and sands waft away from their bodies towards allies of Eris to gift them that which was taken from the enemy.Enemies in the area take 40 base damage per post for 5 posts while allies in the area heal 40 base per post for 5 posts (For a total of 2.5% rank base damage as the rules allow, 4-8-12-16-20).Pick one, or half both. You want to do 5x rank total combined if you add it all. And that's without any kind of spell damage buff or anything.Strengths:⛧ | Shift a battle by draining enemies and recovering allies.Weaknesses:⛧ | Drawn out over time rather than all at once.⛧ | Requires enemies to drain from to heal allies.

Name: Slaying Sun SpearRank: AType: Sun | OffenseDuration: InstantCooldown: 5Description: Eris's body takes on a glow as she visibly blurs in the process of throwing a weapon of any kind which shoots out from her with an intense burst of speed. Adds A-rank damage, range, and speed to a thrown weapon attack. The weapon leaves a visible laser-like trail of light in its wake that slowly fades away.If she uses this on a melee weapon (And doesn't throw it) or her own fist / horns, ect, then she herself will be projected to deliver the blow adding A-rank 225 m/s to Eris's speed to a distance of 300 meters.Strengths:⛧ | A single more impressive and effective attack with any thrown weapon.Weaknesses:⛧ | Requires a weapon to throw, or she puts herself directly in harms way.⛧ | Requires the freedom of movement necessary to throw a weapon with full force.⛧ | The A-rank values are applied after any buffs to strength/speed, ect, and not before. Meaning it doesn't benefit from them, though it will benefit from magic/spell buffs instead.

Name: King's TombRank: AType: Sand - Sun | AoE DefenseDuration: 7Cooldown: 8Description: Eris snaps her fingers or raises a weapon to the sky. A pillar of light slams down into the area within 150 meters of Eris. For 1 full post the area is bathed with intense light and washed out to the point that nothing can be seen but white. The ground cracks and rapidly becomes sand, sand that rises up to form a great domed shell encompassing the area. It is 1 meter thick, even below ground level. Within the dome, more walls are formed within to create compact surfaces harder than steel. The entire interior becomes a labyrinth of hallways and rooms with many floors, a three dimensional labyrinth where you can get lost vertically as well as horizontally, with some areas of floors only accessible from lower levels and so on.

The interior of the labyrinth is lit by star like motes of sunfire that line walls like torches or ceilings like chandeliers.

Individuals within the labyrinth when the spell is cast are encased in the same hard sands, immobilizing them for 1 post before the sand crumbles, and the sands that form around them making the walls and floors can separate even a group of people within a few meters of one another moving them anywhere else within the labyrinth as it forms.

The walls of the labyrinth have 80 base hp per section, but take half damage from B-rank or less spells/sources.

The entire labyrinth sinks 50 meters lower into the earth each post, though the movement isn't noticeable within it.Strengths:⛧ | Eris and those she deigns allies can walk through the walls.Weaknesses:⛧ | Not hard to break through the walls. ⛧ | A lot of enemies that might get caught in it might have not very fun abilities completely negating the entertainment. Wall walking, phasing, teleporting without requiring line of sight, portals, burrowing, brute force thuggery, ect.

Name: Jericho RiseRank: AType: Sand | SupportDuration: 7Cooldown: 8Description: Eris creates a 150 meter long and tall wall of compact sand, with a second wall 150 meters away. It grows by 25% per post. lower the size and range of them if you want them to grow per post. Or remove the growth part. The wall self-repairs, but they only have 50HP before a spell punches straight through with the whole then closing after a few seconds. Enough time to walk through the hole you made. As you might have noticed, the purpose isn't to resist damage like a wall spell.Instead of being defensive, these walls are Offensive. Any spell Eris casts will be mirrored by the walls, filling the space between the two with the spell cast. A laser spell for example would turn the inside of the walls into a car wash of doom. Only one instance of damage is applied however, being hit by multiples wont repeat the damage. It increases the damage by 50 bd, but otherwise is essentially just an extension.So if you hit with initial spell this spell would do nothing to them even if they were in it already? If so this part is fine.Strengths:⛧ | Create a choke room of of doooooom. Adapts to the available space, such as a hallway.Weaknesses:⛧ | Multiple hits from the same spell don't apply more damage, they only take damage once.⛧ | The walls are not very useful for defense.

Name: Jericho FallRank: AType: Sand | OffenseDuration: 7Cooldown: 8Description: Eris generates shockwaves of sand that ripples through the earth within 150 meters. Any structure, wall, or barrier within the area receives a base 80 damage per post. Effects not in contact with the ground have sand gush up to meet them.Damage per post would be dot, meaning it would need to follow DoT damage rules. Just because it only targets structures doesn't mean it can do so much to them. Constructs generally follow summon HP's and nothing would stand that much in general as it is. (Normal DoT damage could kill them normally)Strengths:⛧ | Suppress or weaken defensive measures.Weaknesses:⛧ | Deals full damage to obstructions because this does not harm or target enemies themselves. ⛧ | Creations in the air have an opportunity to avoid the effect, as the sands erupt from the ground to reach them at 75 m/s.

Name: Sand MaelstromRank: AType: Sand | OffensupportDuration: 7Cooldown: 8Description: Eris projects a thin ray from her forehead or the space between her horns if visible, about as thick as a string of yarn but with bursts of sand forming rings around it as it travels. The ray strikes a spot within 300 meters where it bursts into a whirling orb of sunfire that intensifies into a glowing star 25 meters wide while the ground within 75 meters of it disintegrates into Sand, which starts swirling around the star in a spiral feeding into it. By the end of the origin post the star will completely terraform the 150 meter area and the star will have sunk 50 meters down, turning that area into a pit with what would be, if it were not a swirling vortex actively pulling things in, a slick sand slope. It continues to lower by another 50 meters each post, which causes the ground beyond the area of its reach to naturally collapse into the maelstrom continuing to feed the vortex and widening the area by another 30 meters. Enemies caught by the sand vortex must resist A-rank pulling force that drags them towards the star in the center, not directly but in a spiral. It is not immobilization as they may still struggle against it, or use the force to move closer to it, and moving diagonally against it is easier than trying to move directly away, and it isn't a paralysis effect meaning they still have full use of their magic unless it requires some movement that is hard to do.\Deals D-rank damage to things within the area per post starting when they're in contact. If they manage to get dragged into the sun in the center they take C-rank damage per post instead and Eris may, once per post, spend A-rank MP to deal A-rank damage to them while they're in the star similar to a chained spell.Strengths:⛧ | Slowly growing maelstrom that can be difficult to escape. Weaknesses:⛧ | Low damage unless they can be drawn to the center.. ⛧ | Movement abilities.

Name: Star BlazingRank: AType: Sun | SupportDuration: 7Cooldown: 8Description: For the duration when Eris casts a spell she fragments in a flash of light to create four echoes of herself, all of which appear to be made of blazing sunfire, in four locations within 225 meters. Each echo mirrors whatever spell Eris casts, and then the echoes disappear leaving one behind which is the true Eris. You would have to be in the same spot of the range would have to be a LOT lower for the distance between them. (It would be a teleport and max range for A rank teleport is 75 meters, meaning they would have to be 75 meters away from you for all of them.)The four echoes of the spell are all considered extensions of the one, meaning that their damage does not stack, but may deal up to A-rank equivalent bonus damage if two or more hit the same target.Strengths:⛧ | Allows a spell to target multiple areas or individuals.Weaknesses:⛧ | Creates only three echoes for S-rank spells, and only two for an H-rank spell. No echoes if she uses a guild spell.⛧ | Areas don't overlap or if the same target is subject to multiple, the damage doesn't stack as though they were individual spells but as though a single spell with up to an A-rank addition.

B - 8/8

Spoiler:

Name: False EarthRank: BType: Sand | SupplementalDuration: InstantCooldown: 4Description: Eris reaches with her sands to alter an area of sand or earth to change the consistency and behavior of up to a 100 meter area. The earth in that area becomes a trojan horse. It looks normal, but is completely flat and level with itself and bare of vegetation or rocks- as the ground has been remade to become quicksand. Stepping onto this ground is like stepping off the edge of a pool straight into the deep end, but unlike water nothing floats on it and you'll maintain a not-so-slow descent rather than slowing and returning to the surface due to buoyancy like you would with water. It takes quite a bit of force to remove someone from the quicksand and not possible for a normal human to remove themselves, like being stuck in mud but worse with that wet suction. Generally a mage will have something they could do to rectify the situation. Strengths:⛧ | Creates quicksand.Weaknesses:⛧ | It is natural quicksand, other earth mages could fix it easily.⛧ | No damage, no magical bindings, no special features. Just a natural hazard.

Name: Crescent DuneRank: BType: Sand | DefensiveDuration: 6Cooldown: 7Description:While active every attack Eris uses that involves the physical damage rules will also create a slash of hard sand that follows the motion from below. Extends the range of melee by 15 meters, following melee attacks through with sand spikes that jut from the ground mirroring the speed of her swings or punches. Leaves the sand behind as a stone obstruction with HP equal to the damage of the melee strike she dealt.Strengths:⛧ | The sand spikes could potentially impale enemies leaving them "Pinned" until broken or they rip themselves or the sand free.Weaknesses:⛧ | Short range?⛧ | The sand left behind is narrow and easily aimed around and wont be too annoying except in cramped spaces.⛧ | Doesn't buff the damage at all.⛧ | Range doesn't stack with Crescent Sun.

Name: Crescent SunRank: BType: Sun | OffensiveDuration: 6Cooldown: 7Description: While active every attack Eris uses that involves physical damage rules will also create a slash of dark orange-gold light that follows the motion from above. Extends the range of melee attacks by 15 meters, following melee attacks through with crescent blades of sunfire that arch down in from the sky mirroring the speed of her swings or punches. The blades of light increase the damage of those strikes by 20% and disables health regen for the post they received damage in. If the regen source is greater than B, it instead reduces by 4%, -1 per rank higher. Strengths:⛧ | Helps against regenerating enemies. Great against trolls, traditionally,Weaknesses:⛧ | Just regeneration, doesn't directly hinder actual healing effects.⛧ | Range doesn't stack with Crescent Dune.

Name: Radiant VisionsRank: BType: Sand - Sun | SupplementalDuration: 6Cooldown: 7Description: Creates an ever shifting cloud of sand and light in a 100m area within 200m that shifts and alters in real time to create actual physical scenes mirroring the effect of illusions, but with substance and they are a physical presence allowing one to interact with them. If they interact with a hazardous illusion they'll receive damage as though Eris punched them using the physical damage rules but that isn't the purpose anyway. Strengths:⛧ | A portable holodeck, ish.Weaknesses:⛧ | If you can sense an element, you wouldn't sense it if you saw it due to Radiant Visions. A water slayer wouldn't be able to sense anything from a fake river.⛧ | Doesn't provide buffs or debuff anyone and you can just leave the area. Walls or obstruction are still just sand and you can force your way through.

Name: Blast StepRank: BType: Sun | SupplementalDuration: 3Cooldown: 4Description: For the duration whenever Eris uses any sort of movement ability, she can chose to emit a burst of Sunfire on arrival or Exit, or both. This comes with 3 charges of a 30 meter burst teleport she can use until the duration ends. The Visual of the teleport is a flicker of light with a thin beam and blur effect from start to finish. The burst of sunfire is 15 meters at 35 meters per second, and does C-rank base damage.Strengths:⛧ | Turns her movement abilities into an attack in and of themselves. Weaknesses:⛧ | The teleport using this provides leaves a clear path to wherever she just teleported towards, limiting surprise and confusion factor teleport would normally provide.⛧ | The maximum damage on a person that Blast Step can result in is 2.5x B-rank, similar to a DoT. After which, they will not take any more damage from this source.

Name: Star ClusterRank: BType: Sun | OffensiveDuration: 3Cooldown: 4Description: Eris creates three miniature stars in the palm of her hand, each the size of ping pong balls. She can throw these based on her own throwing ability, or project them as projectiles up to 200 meters at 150m/s. Allies or Eris may carry them. They will explode in a C-rank / 40 base damage 25 meter diameter nova of Sunfire when an enemy gets within 5 meters of the star, like a proximity mine. Also applies while it is flying, so any enemy that gets near its path of flight could detonate it prematurely.Strengths:⛧ | Function as traps or a cluster-bomb effect. Weaknesses:⛧ | Doesn't damage Eris, naturally, but will damage allies. They don't trigger them, but if an enemy triggers one and they're in range then they'll be subject to the attack as well. ⛧ | They have 40hp and can be destroyed prematurely if seen before they are triggered.

Name: Havoc BurstRank: BType: Sun - Sand | OffensiveDuration: 3Cooldown: 4Description: Eris generates a small vortex of whirling sands in her hand that feeds into a small marble sized point in the center building up heat as they're highly pressurized into a glowing core that ignites with sunfire after 3 seconds, the palmtop sandstorm gone having fully concentrated into a glowing molten ball that cools into a jagged glass sphere. When directed, it will suddenly crack and disappear to teleport somewhere within 50 meters and shatter, bursting into a 25 meter area (expanding at 35m/s) of intense whirling sands with a large burning sphere in the center. For the duration, the area will remain shrouded in the chaotic blaze of sand and sun, which obscurs vision beyond 3 meters.Deals 60 base damage.Strengths:⛧ | No travel time, a teleporting bomb. Weaknesses:⛧ | While it doesn't have a travel time, it has a long and very obvious charge-up time. ⛧ | While it doesn't have a travel time, the explosion itself does. Kind of like if the burst emanated from Eris, but it instead emanates from an origin point within 50 meters.

Name: Sand Nebula Rank: BType: Sand - Sun | DefensiveDuration: InstantCooldown: 4Description: Sends a streaking star to a point within 200 meters at 150m/s. When it gets within 25 meters of someone or when detonated at her discretion or at max range, the star explodes with ribbons of sand and sunfire in a massive chaotic network filling a 100 meter area. The ribbons are hot and molten at first causing 30 damage, after which they cool down into hard bands of rough stone-like concentrations of sand and sparkling glass making it look somewhat like a nebula, thick and physically barring movement like trying to move through Strengths:⛧ | Physically bars movement in the area.Weaknesses:⛧ | They're "Natural" and not magically reinforced, though endure roughly 60 damage.⛧ | Small creatures. Incorporeal bodies (Sand, Fire, Light, Water, ect, as opposed to Ice, Stone, or Metal)

Papa Aiya wrote:Mass RiteEnemies in the area take 40 base damage per post for 5 posts while allies in the area heal 40 base per post for 5 posts (For a total of 2.5% rank base damage as the rules allow, 4-8-12-16-20).Pick one, or half both. You want to do 5x rank total combined if you add it all. And that's without any kind of spell damage buff or anything.

5x is disingenuous however, as it's doing neither 5x damage to anyone nor healing for 5x the value.

A fair reduction would be to reduce the power of both by 25% though, as you're sacrificing some reduced power on both ends to achieve two very separate effects. Halving both would make both of little use. The healing is also drain, meaning it wont be healing anyone if it can't take from anyone. It's not a healing spell, it's taking life from an enemy and giving it to someone else. Eris is not creating any healing, only distributing life.

If you do not believe 25% is fair, I'll just replace this spell and not continue to defend it, no problem. It's been so long I don't really have a connection to most these spells or even remember their purposes for the most part.

Actually I'll just replace it now. Even 25% makes the effect really small and not very useful as even at 40 it's not particularly strong and 30 let alone less is very dissatisfying.

Replacing it.

Name: Jericho RiseDescription: Eris creates a 150 meter long and tall wall of compact sand, with a second wall 150 meters away. It grows by 25% per post. lower the size and range of them if you want them to grow per post. Or remove the growth part.

Instead of being defensive, these walls are Offensive. Any spell Eris casts will be mirrored by the walls, filling the space between the two with the spell cast. A laser spell for example would turn the inside of the walls into a car wash of doom. Only one instance of damage is applied however, being hit by multiples wont repeat the damage. It increases the damage by 50 bd, but otherwise is essentially just an extension.So if you hit with initial spell this spell would do nothing to them even if they were in it already? If so this part is fine.

Well the growth isn't exactly very useful and not something most players would even notice. I *think* I said that mostly for effect and fluff.Mmmmmmm...... I'll just remove it.

Yeah, the walls sort of just extend the spell so you can sort of consider it all the same spell, so it doesn't do more damage every hit. Just sort of makes it easier for Eris to hit people if she places the walls first.

Name: Jericho FallDescription: Eris generates shockwaves of sand that ripples through the earth within 150 meters. Any structure, wall, or barrier within the area receives a base 80 damage per post. Effects not in contact with the ground have sand gush up to meet them.Damage per post would be dot, meaning it would need to follow DoT damage rules. Just because it only targets structures doesn't mean it can do so much to them. Constructs generally follow summon HP's and nothing would stand that much in general as it is. (Normal DoT damage could kill them normally)

Exceptions have traditionally been made for spells only targeting objects. Most people don't even bother dealing damage to objects and just say they break from anything really. Even without spells people like to say they punch craters into big castle walls.

Especially for a spell like this where it doesn't damage players at all, it's kind of not something you can scale with the same rules, otherwise they'd be pointless.

The spell would be, and I don't exaggerate this, quite useless if it used the same rules as damaging players and would be worse for you to have used the spell at all, due to the MP loss draining your resources for something of negligible effect.

I'm replacing it.... Problem is I can't think of anything to replace it with at the moment... So it might be a day or two, maaybe three, before posting this.

Name: Star BlazingDescription: For the duration when Eris casts a spell she fragments in a flash of light to create four echoes of herself, all of which appear to be made of blazing sunfire, in four locations within 225 meters. Each echo mirrors whatever spell Eris casts, and then the echoes disappear leaving one behind which is the true Eris. You would have to be in the same spot of the range would have to be a LOT lower for the distance between them. (It would be a teleport and max range for A rank teleport is 75 meters, meaning they would have to be 75 meters away from you for all of them.)

An instant teleport is 75 meters, non instant teleports were supposed to use normal ranges... There was a big discussion between staff and members on it in the Cbox when those rules came out... But yeah, this is instant, so edits away.

Teleport ranges have been that way since the new magic rules were put up. Given me and TAK did the chatting in Cbox for it and we both agree all teleports fall under burst spells I don't see who might have told you the one you're thinking of.

And please quote all new spells and changes you do, if they are not already ones I have addressed that were edited as requested. Reading through the wall of text for 1 spell or ability in the mix is tedious with the amount of fluff added to it.

Papa Aiya wrote:Teleport ranges have been that way since the new magic rules were put up. Given me and TAK did the chatting in Cbox for it and we both agree all teleports fall under burst spells I don't see who might have told you the one you're thinking of.

And please quote all new spells and changes you do, if they are not already ones I have addressed that were edited as requested. Reading through the wall of text for 1 spell or ability in the mix is tedious with the amount of fluff added to it.

A bit of a delay. Was very depressed about things, and now just a little less so. Just posting about having a break eased stress slightly and now I feel up to this.

Was also partially waiting to see if you'd continue your post or something, you did say "And please quote changes you do" rather than "The changes you did" implying for future reference, which I'd be glad to do.

I kept the names of all the spells in with the quotes of your post so I didn't think there'd be an issue (The two replacements being in the same spot as they were).

Mass Rite, the first spell, became Ritual Mirror.

Name: Ritual MirrorRank: AType: Sun - Sand | DefenseDuration: 7Cooldown: 8Description: Ritual Mirror creates a barrier of sand up to 75 meters in radius, the shape varies, that can take 80 damage before a section equal to the source of damage in size is broken through. Whether or not an effect breaks through though, the Ritual Mirror will mirror any spell or source of damage back at the origin. The mirror perfectly reflects the world it is emulating, pristine. But off- the mirror world behind the glass (Caused by Eris's cursed sand x sunfire) doesn't work like a mirror, but looks like the real world. In other words, asymmetrical. If you look into the mirror you'd see yourself how others see you, like a photo or video rather than a mirror. (If you punch the mirror with your right hand, the arm on the right of the mirror will not meet you, but the reflections own right arm will extend- to the left of you. The punch then extends out from the mirror to strike back at the individual punching the mirror in a trade of blows).The Ritual Mirror only deals B-rank damage with mirrored effects but if hit by a mirrored attack, the recipient's consciousness and/or soul is stolen by the Mirror for 1 post trapping them in Eris's own version of limbo until the world shatters and they return to their body. Strengths:⛧ | Some basic trickery.Weaknesses:⛧ | Very weak as a wall effect.⛧ | Doesn't do anything if the wall isn't damaged.

The spells that weren't replaced:

Spoiler:

Name: Jericho Rise - The WallRank: AType: Sand | SupportDuration: 7Cooldown: 8Description: Eris creates a 150 meter long and tall wall of compact sand, with a second wall 150 meters away. The wall self-repairs, but they only have 50HP before a spell punches straight through with the whole then closing after a few seconds. Enough time to walk through the hole you made. As you might have noticed, the purpose isn't to resist damage like a wall spell.Instead of being defensive, these walls are Offensive. Any spell Eris casts will be mirrored by the walls, filling the space between the two with the spell cast. A laser spell for example would turn the inside of the walls into a car wash of doom. Only one instance of damage is applied however, being hit by multiples wont repeat the damage. It increases the damage by 50 bd, but otherwise is essentially just an extension.Strengths:⛧ | Create a choke room of of doooooom. Adapts to the available space, such as a hallway.Weaknesses:⛧ | Multiple hits from the same spell don't apply more damage, they only take damage once.⛧ | The walls are not very useful for defense.

Name: Star BlazingRank: AType: Sun - Sand | SupportDuration: 7Cooldown: 8Description: For the duration whenever Eris casts a spell there are four echoes of herself within a 150 meter area centered on where she was (75 meters in any given direction), Eris herself disappearing somewhere within the same area shuffled with the echoes. Each fragment of herself mirrors the spell Eris is casting, but doesn't do full damage if they hit the same target. Strengths:⛧ | Allows a spell to target multiple areas or individuals.Weaknesses:⛧ | This effect occurs only once per post.⛧ | Being hit with multiple echoes of the same spell only applies a 20% damage buff as a singular effect rather than two separate instances of damage, per hit/overlap up to A-rank damage.

Jericho Rise I simply did as you asked outright, fairly certain that was all. Other than adding " - The Wall" to the title as well.

Jericho Fall became "Jericho Fall - The Tomb" for the reasons stated, a spell doing normal damage but only against objects would be a waste of mana and thus a more of a detriment to you than any enemies which is why they've usually been exceptions to damage rules in the past.

Now it just literally causes the Jericho Wall she makes to "fall".

Name: Jericho Fall - The TombRank: AType: Sand | OffenseDuration: 7Cooldown: 8Description: Causes the Jericho Wall risen by means of Jericho Rise, to be reinforced for 1 post by +160hp while it collapses inward at 113mps on those caught within it with crushing force causing A-rank base damage and Suppressing them for 1 post in which their consciousness is knocked to the void (Or synthetic programming grinding to a halt). The Jericho Wall otherwise functions normally as per Jericho Rise, now effecting anything inside the walls. Strengths:⛧ | A tricky situation for many who might find themselves in the Jericho Tomb.Weaknesses:⛧ | Requires Jericho Rise to be cast. ⛧ | The walls still only have 50hp.

The last one was a little more tricky. (Star Blazing) I didn't understand the spell I wrote myself, so I re-wrote it as a similar but new ability. BUT then I realized what I intended with the spell and re-wrote it again to be like the original, but with your requested edits as I agreed that it was definitely an instant teleport effect, so it's now a burst as you pointed out.

So I straight up did as you asked on that one as well, but with rewriting.

And I just wanna say, it's not about "Not doing what you asked" on any other spells, it's just that sometimes I disagree with a statement and don't want to argue (Since discussions are bad now), or a spell no longer works and might be worse off for me to use it than to have not used it, so I just replace it to move on. I replace spells out of respect to you or others, not because I'm being rude, I've actually been going out of my way to be as cooperative as I can... At least I wont ever have to make a magic app again once this is done so no worries about such things in the future.

Eris is permanently down 15% MP (30% total, more than the price of an H-rank spell):

Name: Stellar ReactorDescription: With the power of a sun inside of her, Eris generates high amounts of magical power and has a refined mana supply manifested as a golden burning aura with a dark center. Whenever Eris would lose MP, she loses half the amount. (Minimum 1). Meaning low losses aren't erased, 2% doesn't become 0 for example, if it were simply -2. Unfortunately this also means Eris's aura is extremely intense and her spells can be detected, unless in a disguise or not using magic. This doesn't mean that the aura is easily identifiable though, as she can alter the "signature" of the aura. (Separate effects elsewhere)

Name: Edgeguard Description: Eris's body of sand has a hard surface in response to hostile effects. Individual attacks lose their edge, a thin barrier forming and shattering in response to a threat, reducing incoming damage by 20 +15% of the attack.The flat damage is gonna have to go. That added with any type of armor on top of any type of damage resist can get it close to nullifying even an H rank spell in the end. Flat damage is almost always told no, as armors already have it and you can have 50% damage resist overall without having a custom lineage or 75% with a custom lineage.Edgeguard can be seen visibly by attackers as cracks and a soft crunch on impact that disappear after a moment. As such, very rapid attacks striking the same spot in immediate succession (Like a machine gun or some beams depending on how they were designed) will reduce the Edgeguard by a 2 per hit, making the crack larger and larger allowing more damage through for the remainder of the attack.

Name: Sands of RetributionDescription: Whenever Eris receives damage the sands in the air around Eris or from her own body lash out at the attacker to deliver a mirrored wound (In the same spot / angle, ect.) of 40 damage + their own modifier (If they have +25% strength and the mirrored attack is physical, then that applies for example), but she can only sync with enemies within range of Eris's Eternal Storm limiting the use against ranged enemies. Enemies effected by this mentally see in their minds eye themselves attacking themselves in a flash instant, a figment of their imagination surely.Damage is a little high for this for something that is always on. 25% damage reflect would be a good number, but adding flat damage equal to a spell each time is overkill to the extreme.

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Name: Star BurstRank: CType: Sun | OffenseDuration: 1 PostCooldown: 3 PostsDescription: Eris cloaks her hands in radiant sunfire that leaves trailing tails of light behind them like ribbons, extending to envelop any weapon she wields as well. The next melee strike she lands deals an extra 40 base damage, and 20 base damage on the post after they got hit from the searing burns.you can do 40 as that is standard C rank damage, but remove the 20 base damage next round please.Strengths:⛧ | Augment a Melee strike with Sunfire.Weaknesses:⛧ | No Range. ⛧ | Visible indicator of effect.

Name: Dune God's LanceRank: CType: Sand - Sun | OffenseDuration: 1Cooldown: 3Description: From a hand, mouth, horns, tail, or pretty much anywhere Eris casts a quick ray of sunlight surrounded by a high speed swirl of sand around the core shaft that cuts like a saw or high powered sander. The beam is a ray 6 inches wide 120 meters long traveling at 90m/s. 40 base damage. Lasts 3 seconds. The beam follows her movement, like a long blade. Or more accurately like a fire hose, as the ray visible bends and distorts with the movement as the speed of the ray tries to keep up with the movement of her head or hand or so on. Strengths:⛧ | Beam effect.Weaknesses:⛧ | Though the ray hangs in the air for a moment she can't redirect it like a laser. ⛧ | It's narrow, only 6 inches wide. About as wide as a lance.⛧ | Deals only half damage to something that is quickly passed over as the beam is moving, as opposed to something directly targeted.

Name: Sand SawRank: CType: Sand | OffenseDuration: 1Cooldown: 3Description: Eris cloaks her hands in swirling sands that leave sand particulates falling in a trail behind her like rain. Extends to envelop any weapon she wields as well. The sands flow at high speeds along the striking face of her weapons or her fist, acting like a chainsaw.The next melee strike she lands deals an extra 40 base damage, and grains of sand are embedded in the wounds and may slip through exposed veins causing blockage. The attack made with Sand Saw are 50% harder to heal. So, if she dealt 60 damage with the attack and they were healed by 60, they'd instead heal by 30. Only applies to the damage caused by Sand Saw)Strengths:⛧ | Augments a melee strike with Sand. Weaknesses:⛧ | No Range.⛧ | Visible indicator of effect.

Name: Dune God's SmiteRank: CType: Sun | OffenseDuration: InstantCooldown: 3Description: Eris narrows her eyes, thrusts a palm or points a finger at a designated enemy within 120 meters. Far above their head a flat disk, looking like a 2D solar eclipse, appears facing down at them. A pillar of light then crashes down upon them, looking like a simple spotlight for the majority of its length that stretches high into the sky as just a visual effect, then the 120 meters closing in on the enemy intensifies becoming a vivid burning beam of Sunfire as though it just came into focus and slams the enemy with a 5 meter wide pillar.Deals 40 base damage.Strengths:⛧ | Coming from above, it may be unexpected or a surprise attack unless they know she possesses this effect so they can be aware of it.Weaknesses:⛧ | Because it comes from above it pretty much either hits or it misses; it's not exactly going to hit someone along the way to the target, or hit someone behind the target if it misses them. ⛧ | Tends to require that the target be outdoors, though normal buildings wont be able to stop it. (A protected fortification or an armored Ship could, however, if sufficient.)

Name: Dune God's Grasping HandRank: CType: Sand | OffenseDuration: 2Cooldown: 3Description: Eris reaches out with an open hand at a target within 120 meters, the hand disappearing and breaking apart into sand that falls to the ground. A mass of sand within 120 meters gushes forth with its own grasping fingers, a whole arm of sand reaches to grab the enemy Eris reached for, mirroring her movement. So long as the enemy is within range the Grasping Hand's own range is indefinite and will continue to stretch throughout the area. Eris can perform melee attacks through the hand using her strength modifier and her base physical damage + C-rank spell value (40 base damage). I'm going to suggest removing the extra damage to this. It would be different if it was a single hit but you have it as each time. Being able to hit with melee attacks from range is actually a good thing to have as a spell, but nothing else should be added unless you really want to lower the overall of everything in it. Not to mention it also has an immobilize, which are generally only allowed 1 post without severe drawbacks and are supposed to be the only effect of the spell on the opponent. If the hand grabs someone it becomes solid like stone keeping them trapped for 1 post before the hard sand turns brittle. Strengths:⛧ | Persistent for 2 posts. Weaknesses:⛧ | Requires Eris's actual limb to use. Though it occurs to me that she can just make a new one. But at least for a moment Eris loses a limb. ⛧ | Once the sand hardens it has 80 base HP and can be destroyed to end the immobilization early, if they have a means of attacking it while restrained.

Name: Sand LocustsRank: CType: Sand | Swarm SummonDuration: 2Cooldown: 3Description: Within 60 meters Eris animates sand causing what look like cat sized locusts to crawl from the ground, made of compacted sand. The locusts can fly and have 5 HP each, and deal 1 base damage per attack. Each post for 2 posts an enemy might be targeted by up to 10 attacks.Specify how many locusts. Can't just have an infinite amount, even if they have low hp.ACTIVE: The Swarm can lay tiny clumped bundles of sand within the body of bitten enemies. Activated when Sand Locusts ends, a new swarm of Sand Flies erupt from those bitten by the locusts. The Sand Flies deal 30 damage to those in the immediate area (Within 5 meters) before the swarm disperses. They violently emerge from the host, killing generic NPCs.The AoE needs to be removed, too abusable with it.PASSIVE: Plague Bite. The Locusts carry diseases and their bites can inject grains of sand into the target's body. Cannonfodder-tier NPCs rapidly turn pale and sickly, experiencing vertigo, nausea, and cough puffs of sand. Strengths:⛧ | Numbers! It's a swarm! NOT THE BEES! Weaknesses:⛧ | AoEs can quickly clear out a large swath of them. For every 20 damage delt to the general area of the swarm by an AoE spell, those within the area are subject to 4 less attacks per post.⛧ | Locusts are fragile.

D's 11/11

Spoiler:

Eris is down by 10% of her max MP permanently (30% total, more than the price of an H-rank spell):

Name: Dune Wraith's GraceDescription: Eris produces no sound or scent unless she desires it, in which case she can produce any sound or scent she pleases. She leaves no tracks when she passes. No footsteps, no shadows, and no reflections, unless she deigns it. Her movements are particularly lithe and weightless with an unnatural grace to them.

Name: Dune Wraith ExtendedDescription: Because Eris's body is made of shaped sand, she naturally does not have the same organs or perceptions of others. All her senses are basically translated, like raw data, from calculations of the environment. She physically does not possess real eyes, ears, nose, taste buds, organs, or nerves. This shouldn't really even be necessary, but I'm wasting a slot on it anyway because redundancy is security and I revel in Detail.

Name: WitherDescription: Whenever Eris kills an enemy the body is completely shriveled and drained of moisture- and their magical energy cannibalized. For the topic itself, Eris gains 2% max mp per enemy she kills within 3 ranks of herself. 1% if they are Ranked in general. 4% if they are a greater rank than her or a Boss in an S+ rank job. A Boss from a 100 y job would give 10%. Needs a max number. 10-20% for example.Starts at 0% at the beginning of a topic.

Name: Ancient MightDescription: Damage dealt by Eris is increased by D-rank values. Applies only once per Source; ie only on the first application of damage from a DoT or Multi Hit. That's a little overkill. Would need to have a limit, cause this is easily abused. Maybe adding 5 damage instead of 20 for it. As normally quarter damage is what most do, and those are generally for melee hits only. Plus you have this on all the time, which has to be taken into account.

Name: Ancient MasteryDescription: Whenever anyone (other than herself of course) uses a Movement ability within range of Eris's Eternal Storm or Radiant Dawn, it may trigger up to a 15 meter burst ranged teleport in which Eris disappears and reappears in a flash of Sunfire and light. Might need a limit per post. I.E. once or twice per post.

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Name: Brilliant RainRank: DType: Sun | Multi-TargetDuration: 1Cooldown: 2Description: Eris releases a pulse of light that collects into spiraling marble sized suns that propel themselves in arcs to strike out at up to 20 targets dealing 1.5 damage each. They fly at 45 m/s to strike enemies within 60 meters. Due to angles and flight paths they may not all land at once but in succession, especially if targets are at different ranges or are moving in different ways.Strengths:⛧ | The arc can make them curve around cover / obstacles in their way, potentially assaulting from all angles.Weaknesses:⛧ | Minuscule damage. Multi-Target spells are actually pretty terrible at damaging multiple targets.⛧ | The projectiles have varying paths of movement but they are not homing. After setting their course in the moment of casting, they only deviate from their course by about 30 degrees.

Name: Sand PitRank: DType: Sand - Sun | AoEDuration: InstantCooldown: 2Description: Eris sends a small few grains of self multiplying sands that travel below ground towards a target spot within 60 meters at 45m/s. When it arrives, it grows explosively, exponentially increasing in quantity while cannibalizing the surrounding earth. Leaves a hollow 30 meter by 30 meter cube beneath the surface with a thin sand shell at the top. When someone steps on the land above it or takes a step if they were already on it , the thin ground collapses into the pit.If you plan on letting it last longer than one used it'll need to have a larger duration and cooldown to match. As there's no guarantee of someone stepping on it for that exact post and thus means it would not do anything after.The sands are heated by a flash of light (Inside the pit, not yet visible, so the flash isn't seen by the victim(s) in the moment that the sand crust is broken, flash frying the walls to cook things in contact with it, dealing 10 base damage.Strengths:⛧ | A hidden trap.Weaknesses:⛧ | Flying enemies.⛧ | Teleporting/Leaping/Climbing enemies.

Name: Sand WhirlRank: DType: Sand - Sun | AoEDuration: InstantCooldown: 2Description: Eris casts a globular mass of sand the size of a small melon that swirls and sands rain down behind it like a comet, and glows from an internal burning core. The mass travels up to 60 meters at 45m/s, then bursts into a 30 meter explosion of whirling sands that stream out from the core like a storm of ribbons of sand like slicing blades at 23m/s dealing 10 base damage.The sand ribbons will wrap around enemies caught in the area, binding them with hardened bands that have 30hp.Strengths:⛧ | Can restrain a small crowd. Instant spell can't restrain, as it means they would be immediately let go. That and immobilizations and restraints will need a higher cooldown than the minimim at this rank. 2 duration, 5 cooldown would be appropriate in this case.Weaknesses:⛧ | 10 base damage is literally weaker than a D-rank's unbuffed melee attack. like, wtf.D rank unbuffed melee attack is 5, time to lower your damage then. 8D⛧ | Energy/gaseous/liquid elemental bodies and some teleportation / teleportation like effects that can leave stuff behind.

Name: Sand PassageRank: DType: Sand | supDuration: 1Cooldown: 2Description: For one post allows Eris to pass through any earthen matter as though a ghost, passing through while leaving the ground completely undisturbed. Would not work against magical creations of a mage using earth magic/etc. to do so.Strengths:⛧ | Pass silently through the earth.Weaknesses:⛧ | One post⛧ | Doesn't apply to vegetation. Some areas may have thick wide ranging root structures below ground, or the wooden structures of buildings, basements, tunnel supports, ect.

Name: Star StreakRank: DType: Sun | supDuration: 1Cooldown: 2Description: Eris generates a mild glow from her chest a moment before breaking apart into a mass of erupting sunfire, becoming mostly light and plasma, and shooting away at a base of 45m/s up to 60 meters away, she adds her own speed augments/boosts/enhancements to this.15 meters is max for D rank teleports.If she collides or utilizes the momentum with a melee attack, she adds 20 damage to the base damage of the attack. 10 damage for the next attack, as you have a teleport as well.Strengths:⛧ | Speedy movement.Weaknesses:⛧ | She deals 20 damage to herself if she crashes into something like this.⛧ | A streak of light isn't exactly subtle/stealthy.

Name: Dark LifeRank: DType: Sand - Sun | SupDuration: InstantCooldown: 2Description: Damages one target within both Eris's Radiant Dawn and Eternal Storm auras, to heal a different target within range by 20 base hp. They will have a faint thorn-like halo-disk hovering above their heads, and a similar one faintly of sand around their feet, two pairs for both targets warning them, allowing them a window to leave the area of the aura(s), for 2 seconds.Heal the ally for half the damage.Strengths:⛧ | Drain life from one enemy to restore a different target.Weaknesses:⛧ | Two full seconds of forewarning, displayed on both targets. ⛧ | Requires a target to take life from in order to heal anyone.

Spell Fusions. With all the changes done to spells I'd suggest looking through your fusions and edit before I even read through them. Once you finish with C/D stuff and edit what you think needs to be changed for spell fusions let me know. (They'll be graded like I have been, so keep that in mind.)

Spoiler:

Name: Dune God's Apocalyptic StormSpells: Ascendant Bellow + BombardmentRank: H+Type: Sand - Sun | OffenseDuration: 1 postCooldown: 11Description: Targeting individuals within 1000 meters, Eris calls down vertical pillars of golden light encasing a compact ball of sand from the sky that slam into the earth or their target like meteorites. Fourteen individual pillars slam into 25 meter areas totaling 350 meters in all assuming no overlap. They deal 99 base damage / each. An individual can only receive damage from a max of 3.The rays of light will shine down from the sun but only come into focus when they're within 300 meters of the ground/target. They fall from that 300 meter height at 200m/s.Strengths:⛧ | Could theoretically do massive damage to targets large enough to receive multiple strikes without area overlap.Weaknesses:⛧ | No overlap, smaller individual areas.⛧ | Reduced damage individually for greater damage over all.

Name: Dune God's Obliteration PyramidSpells: Ascendant Bellow + Desert RoseRank: H+Type: Sand - Sun | Offense - Defense, fusionDuration: InstantCooldown: 11Description: -Fusing the power of the Ascendant Bellow with the protective barriers of Desert Rose, Eris begins charging her Bellow. A pyramid of hardened sand compressed into stone bricks forms a wall around her, encasing her in a five sided pyramid. Four to each side, one below. Each side of the pyramid can withstand 280 damage. As a chained spell, Eris can cast this in succession, a new pyramid encases the one before it with each successive casting, and a second bead-sized sun of energy wells within Eris's mouth. As a charged spell, each usage charges along side the others to be used all at once when the charging stops. Spells of lower rank cannot be created by enemies within the area of a Pyramid, as though the area within is cut off from the world, unless they break their way through.The Pyramid is 5 meters long, wide, and tall, or Eris's height + 5 meters, whichever is greater. Each pyramid building onto the last is spaced so that it is 10 meters separated from the last one, with a hollow space. Allies can choose to remain in the pyramid, or be ejected to the nearest unoccupied space.Eris cannot move while charging this spell.When Eris is ready to fire she may move again and the pyramid moves with her. The stone tiles of the pyramid all expand shooting out away from each other to float in the air in the same relative positions to one another but spaced out, forming a gigantic pyramid of sorts that you can see through with lots of floating stone blocks that will still intercept damage as though it were a solid structure but it allows everyone to see Eris fully charged, from wherein Eris releases her Bellow, firing the destructive beam as normal but it deals 100 base damage +45% per post charged x times this spell was chained (Recast). It deals damage in rapid succession as a multi-hit spell (Beam), each tick of damage in approximately the same amount of time it would take to be hurt by three rapid sword attacks. Individuals can only receive damage from 3 counts at most.All the stones of the pyramid follow along with the roar, adding to the blasting sands and beam of light a multitude of giant stone blocks. The beam is 900 meters long traveling 600m/s while the explosion at the end is now 300 meters in diameter traveling 225m/s. The beam is 25m wide.Strengths:⛧ | Protection while charging for a high damage mana-depleting attack.Weaknesses:⛧ | Can't move while charging.⛧ | If Eris moves her head while firing the beam, it will deal 33% less damage to anything it passes over and the sphere at the end wont have time to fully form, only being about half size.⛧ | Extremely costly.

Name: Celestial MaelstromSpell: Singularity + Sand MaelstromRank: A+Type: Cosmic - Sun - Sand | OffenseDuration: 8Cooldown: 9Description: Mirrors the effects of Sand Maelstrom, but the effects of Singularity overlay it. Rather than a sun, there is a Dark Star in the core of the Maelstrom. The area is increased by 50 meters out from the star, while the damage is increased by 10.Strengths:⛧ | The strengths of Singularity and Maelstrom.Weaknesses:⛧ | The weaknesses of Singularity and Maelstrom.⛧ | Just a tiny increase in damage.

Name: Sandstorm Cross

Spell: Crescent Sun - Crescent DuneRank: AType: Sand - Sun | SupDuration: 7Cooldown: 8Description: Provides the effects of both spells at once, both effects running in mirror to the other and meeting in the middle forming X's with an edge of glass to them as the sunfire meets the sand heats up forming a molten point at the point of contact which cools into glass fragments that get carried along the striking face of the two Crescents. Both crescents carry the same effects overall.Strengths:⛧ | As the spells.Weaknesses:⛧ | As the spells.⛧ | The added glass is just visual.

Name: God Killing Spear

Spell: Sun Slaying Spear x Titan's VoidRank: S+Type: Cosmic - Sun | OffenseDuration: 10Cooldown: 11Description: Manifests as Sun Slaying Spear but the effects are all black with a glowing event horizon as she generates a black mass of cosmic energy that is used as per Sun Slaying Spear.Bares the effects of Sun Slaying Spear, but adds 100 base damage, and rather than increasing the speed and range by A-rank values it increases them by S-rank + 25% values. Enemies struck with God Killing Spear will have a pitch black mass appear to drive itself through their torso, regardless of where or with what they got wounded by. It's purely a visual. It hurts as though real but their hands would pass right through it for example. Like a shard of the void itself, the God Killing Spear will drain the enemy's MP by 3% per post and whenever they would cast a spell, Eris may match their MP they are spending to cause the God Killing Spear to suck the magic away as it tries to form the spell in question. While the God Killing Spear is in them, immortals become mortal. Effects that would spare the enemy from death do not work- and they will feel it, instinctively know it, and acquire a natural sense of impending doom. Strengths:⛧ | Effects apply to the first successful attack while God Killing Spear's duration is ongoing. She could, while the duration persists, create a new God Killing Spear, causing a new weapon to take on the black hole aesthetic while the visual mark fades from the previous victim.Weaknesses:⛧ | H-rank "break enchantment" type spells.⛧ | If an absorbed effect is persistent, mostly non-spell effects, then it is just disabled for 5 posts before it restarts.

Eris is permanently down 15% MP (30% total, more than the price of an H-rank spell):

Name: Edgeguard Description: Eris's body of sand has a hard surface in response to hostile effects. Individual attacks lose their edge, a thin barrier forming and shattering in response to a threat, reducing incoming damage by 20 +15% of the attack.The flat damage is gonna have to go. That added with any type of armor on top of any type of damage resist can get it close to nullifying even an H rank spell in the end. Flat damage is almost always told no, as armors already have it and you can have 50% damage resist overall without having a custom lineage or 75% with a custom lineage.Edgeguard can be seen visibly by attackers as cracks and a soft crunch on impact that disappear after a moment. As such, very rapid attacks striking the same spot in immediate succession (Like a machine gun or some beams depending on how they were designed) will reduce the Edgeguard by a 2 per hit, making the crack larger and larger allowing more damage through for the remainder of the attack.

Yeah I forgot I had this a number of weeks ago when you said flat damage shaving wasn't possible.

I'll have to think of something to replace it.

•____•

_Name: Edge of Madness.Description:Eris mentally project a looming sense of unease and fear, those who would be able to sense Eris (Even if they might not be able to due to other abilities hiding her) will feel as though their worst fear is nearby, seeing visions of their fear in their minds eye and in the corners of their perception. This puts them on edge, which makes them more responsive to danger increasing their reflex somewhat, however it makes them prone to mistakes and less likely to notice deception or illusion. This cannot be quantified with a percentage._•____•

Name: Sands of RetributionDescription: Whenever Eris receives damage the sands in the air around Eris or from her own body lash out at the attacker to deliver a mirrored wound (In the same spot / angle, ect.) of 40 damage + their own modifier (If they have +25% strength and the mirrored attack is physical, then that applies for example), but she can only sync with enemies within range of Eris's Eternal Storm limiting the use against ranged enemies. Enemies effected by this mentally see in their minds eye themselves attacking themselves in a flash instant, a figment of their imagination surely.Damage is a little high for this for something that is always on. 25% damage reflect would be a good number, but adding flat damage equal to a spell each time is overkill to the extreme.

Yeah I agree.

25% reflection it is. •

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Name: Star BurstRank: CType: Sun | OffenseDuration: 5 PostCooldown: 6 PostsDescription: Eris cloaks her hands in radiant sunfire that leaves trailing tails of light behind them like ribbons, extending to envelop any weapon she wields as well. The next melee strike she lands deals an extra 40 base damage, and 20 base damage on the post after they got hit from the searing burns.you can do 40 as that is standard C rank damage, but remove the 20 base damage next round please.Strengths:⛧ | Augment a Melee strike with Sunfire.Weaknesses:⛧ | No Range. ⛧ | Visible indicator of effect.

As I recall, it was supposed to be a DoT thing but a duration of 2.

20 for 5 now instead like a full normal DoT. •

Name: Dune God's Grasping HandRank: CType: Sand | OffenseDuration: 2Cooldown: 3Description: Eris reaches out with an open hand at a target within 120 meters, the hand disappearing and breaking apart into sand that falls to the ground. A mass of sand within 120 meters gushes forth with its own grasping fingers, a whole arm of sand reaches to grab the enemy Eris reached for, mirroring her movement. So long as the enemy is within range the Grasping Hand's own range is indefinite and will continue to stretch throughout the area. Eris can perform melee attacks through the hand using her strength modifier and her base physical damage + C-rank spell value (40 base damage). I'm going to suggest removing the extra damage to this. It would be different if it was a single hit but you have it as each time. Being able to hit with melee attacks from range is actually a good thing to have as a spell, but nothing else should be added unless you really want to lower the overall of everything in it. Not to mention it also has an immobilize, which are generally only allowed 1 post without severe drawbacks and are supposed to be the only effect of the spell on the opponent. If the hand grabs someone it becomes solid like stone keeping them trapped for 1 post before the hard sand turns brittle. Strengths:⛧ | Persistent for 2 posts. Weaknesses:⛧ | Requires Eris's actual limb to use. Though it occurs to me that she can just make a new one. But at least for a moment Eris loses a limb. ⛧ | Once the sand hardens it has 80 base HP and can be destroyed to end the immobilization early, if they have a means of attacking it while restrained.

I think I included the + base damage because Eris already has great reach if she wants it, so this spell is actually something of a convenience.

Removed the +damage. •

Name: Sand LocustsRank: CType: Sand | Swarm SummonDuration: 2Cooldown: 3Description: Within 60 meters Eris animates sand causing what look like cat sized locusts to crawl from the ground, made of compacted sand. The locusts can fly and have 5 HP each, and deal 1 base damage per attack. Each post for 2 posts an enemy might be targeted by up to 10 attacks.Specify how many locusts. Can't just have an infinite amount, even if they have low hp.ACTIVE: The Swarm can lay tiny clumped bundles of sand within the body of bitten enemies. Activated when Sand Locusts ends, a new swarm of Sand Flies erupt from those bitten by the locusts. The Sand Flies deal 30 damage to those in the immediate area (Within 5 meters) before the swarm disperses. They violently emerge from the host, killing generic NPCs.The AoE needs to be removed, too abusable with it.PASSIVE: Plague Bite. The Locusts carry diseases and their bites can inject grains of sand into the target's body. Cannonfodder-tier NPCs rapidly turn pale and sickly, experiencing vertigo, nausea, and cough puffs of sand. Strengths:⛧ | Numbers! It's a swarm! NOT THE BEES! Weaknesses:⛧ | AoEs can quickly clear out a large swath of them. For every 20 damage delt to the general area of the swarm by an AoE spell, those within the area are subject to 4 less attacks per post.⛧ | Locusts are fragile.

Okay then.

40 locusts, no more than 10 can target an individual per post. A locust might deliver two bites in a post.

Result is similar to an AoE damage.

A target can only have one Active on them at a time. (Or ever due to short duration).No Burst.But two locusts emerge on the next post.

When the duration ends, all Locusts shatter into small normal sized semi-natural locusts (stll breaking apart into sand when squished but otherwise normal) and remain as nuisances in the background or make life harder for any poor farmers in the area for the season.

•____•_

Name: Sand LocustsRank: CType: Sand | Swarm SummonDuration: 2Cooldown: 3Description: Within 60 meters Eris animates sand causing what look like 40 cat sized locusts to crawl from the ground, made of compacted sand. The locusts can fly and have 5 HP each, and deal 1 base damage per attack. Each post for 2 posts an enemy might be targeted by up to 10 locusts and locusts might attack twice within a post. Once this spell ends, all locusts shatter into swarms of smaller normal locusts becoming a natural problem for farmers and the like, breaking apart into sand when squished but otherwise normal bugs.ACTIVE: The Swarm can lay tiny clumped bundles of sand within the body of bitten enemies. Activated when Sand Locusts ends, two new sand locusts emerge from the host causing 30 damage and they attack the host or nearby victims before they break apart into normal locusts. They violently emerge from the host, killing generic NPCs.PASSIVE: Plague Bite. The Locusts carry diseases and their bites can inject grains of sand into the target's body. Cannonfodder-tier NPCs rapidly turn pale and sickly, experiencing vertigo, nausea, and cough puffs of sand. Strengths:⛧ | Numbers! It's a swarm! NOT THE BEES! Weaknesses:⛧ | AoEs can quickly clear out a large swath of them. For every 20 damage delt to the general area of the swarm by an AoE spell, those within the area are subject to 4 less attacks per post.⛧ | Locusts are fragile._

•____•

D's 11/11

Eris is down by 10% of her max MP permanently (30% total, more than the price of an H-rank spell):

Name: Ancient MightDescription: Damage dealt by Eris is increased by D-rank values. Applies only once per Source; ie only on the first application of damage from a DoT or Multi Hit. That's a little overkill. Would need to have a limit, cause this is easily abused. Maybe adding 5 damage instead of 20 for it. As normally quarter damage is what most do, and those are generally for melee hits only. Plus you have this on all the time, which has to be taken into account.

Name: Ancient MasteryDescription: Whenever anyone (other than herself of course) uses a Movement ability within range of Eris's Eternal Storm or Radiant Dawn, it may trigger up to a 15 meter burst ranged teleport in which Eris disappears and reappears in a flash of Sunfire and light. Might need a limit per post. I.E. once or twice per post.

Might?I guess I could do once per enemy, but include Eris as well. • (As I'll literally say just that. "Activates once per being per post" and removing the "(Other than herself)")

So that does create a limit I do expect to hold it back in the future.

Name: Sand PitRank: DType: Sand - Sun | AoEDuration: InstantCooldown: 2Description: Eris sends a small few grains of self multiplying sands that travel below ground towards a target spot within 60 meters at 45m/s. When it arrives, it grows explosively, exponentially increasing in quantity while cannibalizing the surrounding earth. Leaves a hollow 30 meter by 30 meter cube beneath the surface with a thin sand shell at the top. When someone steps on the land above it or takes a step if they were already on it , the thin ground collapses into the pit.If you plan on letting it last longer than one used it'll need to have a larger duration and cooldown to match. As there's no guarantee of someone stepping on it for that exact post and thus means it would not do anything after.The sands are heated by a flash of light (Inside the pit, not yet visible, so the flash isn't seen by the victim(s) in the moment that the sand crust is broken, flash frying the walls to cook things in contact with it, dealing 10 base damage.Strengths:⛧ | A hidden trap.Weaknesses:⛧ | Flying enemies.⛧ | Teleporting/Leaping/Climbing enemies.

It's instant because there's not supposed to be any active or passive magical influences or effects after the Instant creation of the hole and it was literally just a hole, like any Pitfall trap.

Then I noticed the last little paragraph that I must have included later to make it seem like a real spell.

I guess I'll just remove the last paragraph so there is no magic at all at work after the hole is created.

Wait no, I'll give it a Duration of 1. After 1 post it just becomes a normal pit without the heat damage.

•____•_Name: Sand Pit.Rank:D.Type: Sand - Sun | AoE.Duration: 1.Cooldown: 2.Description:Eris sends a small few grains of self multiplying sands that travel below ground towards a target spot within 60 meters at 45m/s. When it arrives, it grows explosively, exponentially increasing in quantity while cannibalizing the surrounding earth. Leaves a hollow 30 meter by 30 meter cube beneath the surface with a thin sand shell at the top. When someone steps on the land above it or takes a step if they were already on it , the thin ground collapses into the pit.The sands are heated by a flash of light (Inside the pit, not yet visible, so the flash isn't seen by the victim(s), so during the first post of its creation the sands inside the pit are hot and cause 10 base heat damage, after which it is a normal pit.Strengths:⛧ | A hidden trap.

Name: Sand WhirlRank: DType: Sand - Sun | AoEDuration: InstantCooldown: 2Description: Eris casts a globular mass of sand the size of a small melon that swirls and sands rain down behind it like a comet, and glows from an internal burning core. The mass travels up to 60 meters at 45m/s, then bursts into a 30 meter explosion of whirling sands that stream out from the core like a storm of ribbons of sand like slicing blades at 23m/s dealing 10 base damage.The sand ribbons will wrap around enemies caught in the area, binding them with hardened bands that have 30hp.Strengths:⛧ | Can restrain a small crowd. Instant spell can't restrain, as it means they would be immediately let go. That and immobilizations and restraints will need a higher cooldown than the minimim at this rank. 2 duration, 5 cooldown would be appropriate in this case.Weaknesses:⛧ | 10 base damage is literally weaker than a D-rank's unbuffed melee attack. like, wtf.D rank unbuffed melee attack is 5, time to lower your damage then. 8D⛧ | Energy/gaseous/liquid elemental bodies and some teleportation / teleportation like effects that can leave stuff behind.

A spell that physically ties someone up in a rope around someone would make the rope disappear after a duration expires?That's pretty unreasonable. It's not really an Immobilization effect as it's just ribbons of sand with low HP-I'll just say the restraints only effect NPCs... •

(5 if you use nothing but your fist in a normal attack without having any physical augmentations like being buff as part of your magic. 7 if you use a weak weapon, or 7 if you use a heavy attack, 10.5 if you use a heavy attack with a weapon, without buffs.)

Name: Sand PassageRank: DType: Sand | supDuration: 1Cooldown: 2Description: For one post allows Eris to pass through any earthen matter as though a ghost, passing through while leaving the ground completely undisturbed. Would not work against magical creations of a mage using earth magic/etc. to do so.Strengths:⛧ | Pass silently through the earth.Weaknesses:⛧ | One post⛧ | Doesn't apply to vegetation. Some areas may have thick wide ranging root structures below ground, or the wooden structures of buildings, basements, tunnel supports, ect.

How about it works on D-rank earthy spells that have a duration •, seems reasonable, though I didn't intend on it interacting with spells at all, but since it's brought up I like to cover possibilities which is why I put more detail into spells, as I try to work out possibilities and interactions and nerf them ahead of time or explain what would happen.

Name: Star StreakRank: DType: Sun | supDuration: 1Cooldown: 2Description: Eris generates a mild glow from her chest a moment before breaking apart into a mass of erupting sunfire, becoming mostly light and plasma, and shooting away at a base of 45m/s up to 60 meters away, she adds her own speed augments/boosts/enhancements to this.15 meters is max for D rank teleports.If she collides or utilizes the momentum with a melee attack, she adds 20 damage to the base damage of the attack. 10 damage for the next attack, as you have a teleport as well.Strengths:⛧ | Speedy movement.Weaknesses:⛧ | She deals 20 damage to herself if she crashes into something like this.⛧ | A streak of light isn't exactly subtle/stealthy.

It isn't a teleport. It's physical movement with a listed travel time and speed. It augments damage because it's literally a Charge spell (not charged spell) throwing herself at an enemy.

But yeah, 10 damage it is. •

Name: Dark LifeRank: DType: Sand - Sun | SupDuration: InstantCooldown: 2Description: Damages one target within both Eris's Radiant Dawn and Eternal Storm auras, to heal a different target within range by 20 base hp. They will have a faint thorn-like halo-disk hovering above their heads, and a similar one faintly of sand around their feet, two pairs for both targets warning them, allowing them a window to leave the area of the aura(s), for 2 seconds.Heal the ally for half the damage.Strengths:⛧ | Drain life from one enemy to restore a different target.Weaknesses:⛧ | Two full seconds of forewarning, displayed on both targets. ⛧ | Requires a target to take life from in order to heal anyone.

k•

Spell Fusions. With all the changes done to spells I'd suggest looking through your fusions and edit before I even read through them. Once you finish with C/D stuff and edit what you think needs to be changed for spell fusions let me know. (They'll be graded like I have been, so keep that in mind.)

Spoiler:

Name: Dune God's Apocalyptic StormSpells: Ascendant Bellow + BombardmentRank: H+Type: Sand - Sun | OffenseDuration: 1 postCooldown: 11Description: Targeting individuals within 1000 meters, Eris calls down vertical pillars of golden light encasing a compact ball of sand from the sky that slam into the earth or their target like meteorites. Fourteen individual pillars slam into 25 meter areas totaling 350 meters in all assuming no overlap. They deal 99 base damage / each. An individual can only receive damage from a max of 3.The rays of light will shine down from the sun but only come into focus when they're within 300 meters of the ground/target. They fall from that 300 meter height at 200m/s.Strengths:⛧ | Could theoretically do massive damage to targets large enough to receive multiple strikes without area overlap.Weaknesses:⛧ | No overlap, smaller individual areas.⛧ | Reduced damage individually for greater damage over all.

Name: Dune God's Obliteration PyramidSpells: Ascendant Bellow + Desert RoseRank: H+Type: Sand - Sun | Offense - Defense, fusionDuration: InstantCooldown: 11 Description: -Fusing the power of the Ascendant Bellow with the protective barriers of Desert Rose, Eris begins charging her Bellow. A pyramid of hardened sand compressed into stone bricks forms a wall around her, encasing her in a five sided pyramid. Four to each side, one below. Each side of the pyramid can withstand 280 damage. As a chained spell, Eris can cast this in succession, a new pyramid encases the one before it with each successive casting, and a second bead-sized sun of energy wells within Eris's mouth. As a charged spell, each usage charges along side the others to be used all at once when the charging stops. Spells of lower rank cannot be created by enemies within the area of a Pyramid, as though the area within is cut off from the world, unless they break their way through.The Pyramid is 5 meters long, wide, and tall, or Eris's height + 5 meters, whichever is greater. Each pyramid building onto the last is spaced so that it is 10 meters separated from the last one, with a hollow space. Allies can choose to remain in the pyramid, or be ejected to the nearest unoccupied space.Eris cannot move while charging this spell.When Eris is ready to fire she may move again and the pyramid moves with her. The stone tiles of the pyramid all expand shooting out away from each other to float in the air in the same relative positions to one another but spaced out, forming a gigantic pyramid of sorts that you can see through with lots of floating stone blocks that will still intercept damage as though it were a solid structure but it allows everyone to see Eris fully charged, from wherein Eris releases her Bellow, firing the destructive beam as normal but it deals 100 base damage +45% per post charged x times this spell was chained (Recast). It deals damage in rapid succession as a multi-hit spell (Beam), each tick of damage in approximately the same amount of time it would take to be hurt by three rapid sword attacks. Individuals can only receive damage from 3 counts at most.All the stones of the pyramid follow along with the roar, adding to the blasting sands and beam of light a multitude of giant stone blocks. The beam is 900 meters long traveling 600m/s while the explosion at the end is now 300 meters in diameter traveling 225m/s. The beam is 25m wide.Strengths:⛧ | Protection while charging for a high damage mana-depleting attack.Weaknesses:⛧ | Can't move while charging.⛧ | If Eris moves her head while firing the beam, it will deal 33% less damage to anything it passes over and the sphere at the end wont have time to fully form, only being about half size.⛧ | Extremely costly.

Name: Celestial MaelstromSpell: Singularity + Sand MaelstromRank: A+Type: Cosmic - Sun - Sand | OffenseDuration: 8Cooldown: 9Description: Mirrors the effects of Sand Maelstrom, but the effects of Singularity overlay it. Rather than a sun, there is a Dark Star in the core of the Maelstrom. The area is increased by 50 meters out from the star, while the damage is increased by 10.Strengths:⛧ | The strengths of Singularity and Maelstrom.Weaknesses:⛧ | The weaknesses of Singularity and Maelstrom.⛧ | Just a tiny increase in damage.

Name: Sandstorm CrossSpell: Crescent Sun - Crescent DuneRank: AType: Sand - Sun | SupDuration: 7Cooldown: 8Description: Provides the effects of both spells at once, both effects running in mirror to the other and meeting in the middle forming X's with an edge of glass to them as the sunfire meets the sand heats up forming a molten point at the point of contact which cools into glass fragments that get carried along the striking face of the two Crescents. Both crescents carry the same effects overall.Strengths:⛧ | As the spells.Weaknesses:⛧ | As the spells.⛧ | The added glass is just visual.

Name: God Killing SpearSpell: Sun Slaying Spear x Titan's VoidRank: S+Type: Cosmic - Sun | OffenseDuration: 10Cooldown: 11Description: Manifests as Sun Slaying Spear but the effects are all black with a glowing event horizon as she generates a black mass of cosmic energy that is used as per Sun Slaying Spear.Bares the effects of Sun Slaying Spear, but adds 100 base damage, and rather than increasing the speed and range by A-rank values it increases them by S-rank + 25% values. Enemies struck with God Killing Spear will have a pitch black mass appear to drive itself through their torso, regardless of where or with what they got wounded by. It's purely a visual. It hurts as though real but their hands would pass right through it for example. Like a shard of the void itself, the God Killing Spear will drain the enemy's MP by 3% per post and whenever they would cast a spell, Eris may match their MP they are spending to cause the God Killing Spear to suck the magic away as it tries to form the spell in question. While the God Killing Spear is in them, immortals become mortal. Effects that would spare the enemy from death do not work- and they will feel it, instinctively know it, and acquire a natural sense of impending doom. Strengths:⛧ | Effects apply to the first successful attack while God Killing Spear's duration is ongoing. She could, while the duration persists, create a new God Killing Spear, causing a new weapon to take on the black hole aesthetic while the visual mark fades from the previous victim.Weaknesses:⛧ | H-rank "break enchantment" type spells.⛧ | If an absorbed effect is persistent, mostly non-spell effects, then it is just disabled for 5 posts before it restarts.

Nothing I can notice. But it's been a long time so everything isn't exactly fresh in my mind.

Alright, I think I did everything I said I'd do. Now to post it. *click*

Oh. In case this is the last post, just a possibility, since this has taken so long will I be able to use this magic in non-pvp topics / jobs already started? The rule say you're allowed if you get permission.